Maps Level 3 - UQcsse3200/2026-studio-1 GitHub Wiki
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.
Top: the arena as authored. Bottom: annotated tiers, ladders, cover blocks, charged floor and spawn markers.
| 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 |
| 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
| 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:
Collision view: grey = wall, green = floor, blue = platform, orange = ladder, red = charged floor.
| 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 |
| 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.mddescribes 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 inlevel3-pack/images/effects/. The currentEnemyFactory.createZeusonly gives Zeus his melee swing and the aimed lightning bolt; there are no phase changes, ground strikes or shockwaves yet.
| 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.
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 |
- Enter from the Level 2 summit gate at (8, 3), west of the floor.
- Grab the loot on the wall ledges, the y 14 tier and the balcony ends.
- Fight Zeus on the floor. Use the cover blocks and tiers to dodge his lightning bolts.
- Avoid the charged strips at both ends of the floor.
- Use the wall ladders and platform tiers to reposition and close the distance.
- Defeat Zeus to finish the game. The ending tier depends on the mini-bosses and quests you completed.