Maps Level 3 - UQcsse3200/2026-studio-1 GitHub Wiki

Level 3: Zeus's Palace

Level 3 is the final area: a single enclosed 52 × 26 tile throne room (tile size 0.5 → 26 × 13 world units) loaded from maps/level3.json, with art from images/level3/. It is a focused boss arena: symmetric tiers, wall ladders, two charged floor strips and one enemy, Zeus.

Level 3 arena Level 3 annotated
Top: the arena as authored. Bottom: annotated tiers, ladders, cover blocks, charged floor and spawn markers.

Map file structure

Layer Contents
background Throne, columns, statues, banners, braziers and storm tufts (no collision)
terrain Walls, floor, platforms and ladders (the collision layer)
hazards Charged floor tiles. They get their own hazard colliders on top of the floor.
entities Player, Zeus and loot markers

Arena layout

Area Tile position Purpose
Arena floor y 2, x 2–49 Main combat floor: hall marble at the wings, colonnade marble in the middle, purple dais with gold inlay under the throne (x 22–29)
Cover blocks 2 × 2 at x 16–17 and x 34–35 (y 3–4) Solid blocks to hide behind and jump from
Tier y 6 x 7–12, x 39–44 First platforms
Tier y 10 x 4–7, 16–21, 30–35, 44–47 Second platforms; the wall ladders lead up to the outer ones
Tier y 14 x 11–16, x 35–40 Third platforms
Throne balcony y 18, x 19–32 Highest platform, in front of the throne
Ladders x 3 and x 48, y 3–10 Floor to the outer y 10 ledges
Charged floor x 10–11 and x 40–41 (y 2) Hazard strips in the floor

Spawns: player at (8, 3), Zeus at (26, 4) in the middle of the floor, and loot at (20, 19), (31, 19), (13, 15), (4, 11) and (49, 11).

              [ Throne ]
        ====== balcony y18 ======
     ===== y14 =====      ===== y14 =====
 H==== y10 ===  === y10 ===  === y10 ====H
 H  === y6 ===                 === y6 === H
 H        ##                  ##          H
 ==!!=======P=========Z=================!!==
        charged      floor y2       charged

Tile set

Symbol Tile Type Notes
# % & Palace wall A / B / C WALL Alternated to break up the pattern
^ Ceiling trim WALL Gold meander
h i Hall floor A / B FLOOR Red porphyry wings
c d Colonnade floor A / B FLOOR Chequered marble
t Dais floor FLOOR Purple dais under the throne
g Gold inlay FLOOR Medallion at the centre
< - > Platform left / middle / right PLATFORM Tier slabs
H Ladder LADDER Wall ladders
! Charged floor HAZARD Glows divine_lightning (radius 1.4)

# % & walls · ^ ceiling trim · H ladder · ! charged floor

h i hall · c d colonnade · t dais · g gold inlay

Platform assembled from < - - >

Decoration (background layer, no collision)

Symbol Piece Symbol Piece
T U V W X Y Throne (2 × 3 tiles) Q / q Statue top / base
k / C / b Column capital / shaft / base n / N Banner top / tail
K Broken column top F Brazier (oil_lamp light, radius 1.5)
o Storm tuft

Throne · column · statue · banner · brazier

Animated sheets (4 frames each) for the charged floor and the brazier flame:

Level 3 collision
Collision view: grey = wall, green = floor, blue = platform, orange = ladder, red = charged floor.

Hazards

Hazard Where Effect
Charged floor (!) x 10–11 and x 40–41 on the floor 10 damage on contact (500 ms cooldown); constant blue-white glow

Zeus (final boss)

Stat Value
Health 300
Base attack 10
Melee (sword swing) Range 3, cooldown 4 s, knockback 2
Ranged (lightning bolt) Range 9, cooldown 5 s, projectile speed 12, wind-up 1.0 s, aimed at the player
Animations idle, walk, p_strike, slam, death (left and right)
Extras Boss scale, final-boss gold reward, drops the zeus_tortoise collectible


Zeus · first frame of each animation · effect sheets in level3-pack (bolt, ground strike, shockwave, strike marker, edge arrow)

Planned vs implemented. level3-pack/DESIGN.md describes a three-phase fight: a floor phase, a throne phase with ground strikes, and an enraged phase with shockwaves. Effect sheets for these attacks are already in level3-pack/images/effects/. The current EnemyFactory.createZeus only gives Zeus his melee swing and the aimed lightning bolt; there are no phase changes, ground strikes or shockwaves yet.

Lighting and atmosphere

Setting Value
Ambient elysian_fade 0.15 (the darkest level)
Player light resinous_torch, radius 3.5
Point lights 6 braziers (oil_lamp), 4 charged tiles (divine_lightning)

Parallax backdrop (7 layers):

# Layer Behaviour
0 0-night-storm-sky Scroll 0.05
1 distant-lightning-4f Flicker: 4 frames at 12 fps, every 3–8 s, in the top 36% of the screen
2 1-cloud-sea-peaks Scroll 0.15
3 1b-colossus (seated Zeus on a far peak) Scroll 0.12
4 2-palace-colonnade Scroll 0.22
5 3-drifting-mist Scroll 0.35, drift x 0.09
6 4-great-hall-arches Scroll 0.55

A wind-rain-sparks overlay (alpha 0.8, drift −0.6, −3.3) is drawn in front of the whole arena. There are no full-screen flashes.

Winning the game

Zeus is registered as the final boss (BossRoster.FINAL_BOSS_ID = "Level 3 - Zeus's Palace:26,4"). When he dies, BossDefeatedWinComponent reports it to the level, and WinEvaluator picks the ending:

Tier Requirement
Victory Defeat Zeus
Glory Victory, plus all 8 required mini-bosses (4 from the Level 1 Nether rooms, 4 from the Level 2 Olympus rooms)
Legend Glory, plus at least 3 completed quests

Intended progression

  1. Enter from the Level 2 summit gate at (8, 3), west of the floor.
  2. Grab the loot on the wall ledges, the y 14 tier and the balcony ends.
  3. Fight Zeus on the floor. Use the cover blocks and tiers to dodge his lightning bolts.
  4. Avoid the charged strips at both ends of the floor.
  5. Use the wall ladders and platform tiers to reposition and close the distance.
  6. Defeat Zeus to finish the game. The ending tier depends on the mini-bosses and quests you completed.
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