Maps Level 2 - UQcsse3200/2026-studio-1 GitHub Wiki
Level 2 is a vertical climb through six bands, from the foothills at the bottom to the palace approach at the top:
| Band | Rows | Platforms | Sky |
|---|---|---|---|
| Foothills | 150-179 | Grass-capped soil blocks | Dawn |
| Quarry & shrines | 120-149 | Half-cut marble blocks and rubble slabs | Noon |
| Cliff face | 90-119 | Thin granite shelves on bronze pitons | Noon |
| Cloud sea | 50-89 | Cloud-solid / drift / fade / thermal | Storm |
| Storm belt | 20-49 | Charged storm clouds | Storm |
| Palace approach | 0-19 | Last cloud-solid step onto the plateau | Summit |
Unlike Level 1's tile-by-tile rendering, all of this is one continuous composed background image; the bands above are collision/gameplay zones layered on top of that single piece of art, not separately rendered tile regions.
| Symbol | Tile | Region |
|---|---|---|
O |
Foothill soil | Foothills |
E |
Foothill grass edge | Foothills |
Q |
Quarry marble (cut) | Quarry & shrines |
R |
Quarry rubble | Quarry & shrines |
g |
Cliff granite | Cliff face |
K |
Cliff shelf | Cliff face |
P |
Cliff piton | Cliff face |
c / d / f / t / m
|
Cloud solid / drift / fade / thermal / storm | Cloud sea, Storm belt |
S |
Summit marble | Palace approach |
I |
Summit gold inlay | Palace approach |
V |
Summit pillar decoration | Palace approach |
O foothill soil • Q cut quarry marble • g cliff granite • K cliff shelf
c solid cloud • m storm cloud • S summit marble • I summit gold inlay
35 authored objects are placed across the climb, including three enemy types and a series of herm statue checkpoints that mark progress up the mountain.
| Sprite | Role |
|---|---|
| Centaur | Mapped to the ranged-skeleton enemy type at runtime |
| Cyclops | Mapped to the ghost-king (boss) enemy type at runtime |
| Medusa | Level 2 enemy |
| Herm (checkpoint) | Marks progress; several are tagged checkpoint in the object data |
Centaur • Cyclops • Medusa • the herm statue that marks a checkpoint
Centaur and cyclops don't have bespoke enemy implementations yet, so they currently play as a ranged skeleton and a ghost king respectively, reusing existing enemy behaviour rather than new art-matched AI. Worth knowing if you're testing combat on this level and the enemy doesn't match its sprite.
- Enter from the Level 1 door at the base of the foothills (x = 3, y = 177).
- Climb through the foothills, past the first herm checkpoint and the olive trees/cypress scenery.
- Continue up through the quarry and shrines band, past the quarry crane and a second herm checkpoint.
- Work up the cliff face on granite shelves and bronze-piton ledges.
- Cross the cloud sea, using solid/drift/fade/thermal cloud platforms of varying reliability.
- Push through the storm belt on charged storm clouds.
- Reach the palace approach and take the final cloud-solid step onto the summit plateau.
- Exit through the gate at (x = 67, y = 13). Destination: Level 3.
The climb is intentionally a single continuous vertical route rather than a maze like Level 1 — the challenge is platforming reliability (which cloud/ledge types are safe to stand on) rather than navigation or lock-and-key puzzles.