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一分钟完成验证Maps for Steel Tide, the browser RTS: one .steel-tide-map each, painted in the game's Map Editor
翻译准备中
取自仓库 README
正在加载完整 README。
查看完整 README ↗The public registry of maps for Steel Tide, the browser
RTS. A map is one .steel-tide-map file, painted in the game's Map Editor
and played exactly as painted, and every file under maps/ here is listed in
the game under Community maps… on the Conquest, Breakthrough and
multiplayer setup screens.
maps/ and Upload map….maps/<slug>.steel-tide-map, run the check,
open a pull request yourself.maps/<slug>.steel-tide-map the file the editor exports; <slug> is lower-case
letters, digits and single hyphens (two-fords)
node tools/check.mjs maps/<slug>.steel-tide-map # what the game will say about it
node tools/build-index.mjs # what its entry in the index will be
The check is the game's own parser plus what the registry asks: a name of its
own (not Untitled), a description (a line or two on what kind of fight it
is: it is what players read beside the map), at least two spawn points, a
slug for a filename, under 512 KB, and a name no other map here has. CI runs
the same check on every pull request; once merged, the catalogue is rebuilt
on main and the map is in the game.
To update a map, replace the file. Its download count carries over.
When renaming a published map, add its old and new slugs to
tools/map-renames.mjs. The release sync renames the existing asset and
transfers its stored count and hash to the new slug, preserving download
history. The index builder also recognizes old slugs in cached counts.
There is no database. Every map is attached as an asset to the rolling
registry release, GitHub counts downloads of
release assets, and the game fetches a map's asset URL when a player takes
it. tools/sync-release.mjs keeps the release in step with maps/ (a new
file is uploaded, a changed one replaced with its count carried, a removed one
taken down) and tools/build-index.mjs bakes the counts into catalog.json
and index.json, nightly and on every push. The release is not for people: the game reads the
file from main.
| Path | What |
|---|---|
maps/<slug>.steel-tide-map | one map each |
catalog.json | what the game lists: name, description and their translations, size, seats, author, downloads and the name of its thumbnail per map; generated, never edited by hand |
thumbs/<slug>/<hash>.json | a map's thumbnail (its terrain at up to 64 cells a side, spawns and deposits), named by its content's hash and fetched only when its card is drawn; generated |
index.json | every entry with its thumbnail inline, in one file, for released games that read it; generated |
tools/check.mjs | validate one map or all of them |
tools/build-index.mjs | rebuild catalog.json, thumbs/ and index.json (CI does this on main) |
tools/sync-release.mjs | the release the maps are counted on (CI) |
tools/steel-tide-map.mjs | the game's own map code: the parser, the check, the index entry and its thumbnail, bundled from the game repository; do not edit here |
A .steel-tide-map is JSON: format (steel-tide-map), v (1), name,
description, translations (the same two in other languages, by language
code: {"en": {"name": …, "description": …}}; name and description
are the author's own words and what any reader without a translation of
their own falls back on, after English), w and h in tiles (16 to 512 a
side), terrain (the tile grid run-length coded, base64), deposits and
spawns (tile coordinates), and decor (the props standing on it). The
editor writes it; nothing needs to be written by hand.
Middle East (middle-east), by YYY: the original submission credits
铁锈盒子 as the base-map source and includes the source label 末忆铁锈.
Two Coast Lanes (2v2, 3v3 and 4v4): inspired by the Rusted Warfare maps Across the Shore (隔岸之争) and Coastline (海岸线).
Ice Lake (ice-lake-by-hxyy), submitted by YYY: the original title
credits hxyy.
Japanese Archipelago (japanese-archipelago): generated with the
game's China/Europe geography pipeline from Natural Earth 1:10m vectors
(coastlines, islands, rivers, lakes and the continental shelf), its
country outlines and populated places,
and NASA's GEBCO elevation raster.
Uses an Albers equal-area projection at about 4.7 km per tile, covering
Hokkaido through the Ryukyus and the Izu–Ogasawara chain; remote
Minami-Tori-shima is outside the frame. Roads, clearings, resource deposits
and narrow straits are adapted for play.
Indonesia (indonesia): generated with the game's geography pipeline
(pnpm -C game/core map:indonesia) from Natural Earth 1:10m vectors
(coastlines, islands, rivers, lakes and the continental shelf), its
country outlines and populated places,
and NASA's GEBCO elevation raster.
Uses an Albers equal-area projection opened almost to a cylinder (7°S and
8°N about 118°E) at about 10 km per tile, covering Weh to the Papua New
Guinea border and the Natuna Islands to Rote. Roads, clearings, resource
deposits and the Bali Strait are adapted for play; Madura joins Java at
Surabaya, where the strait narrows to the Suramadu bridge.
Antarctic (antarctic): generated from ,
,
and .
The
is based on the 2003–2004 Mosaic of Antarctica; it does not depict current
or seasonal ice extent. Byrd Surface Camp's coordinates come from the
.
Uses a South-Pole-centred Lambert azimuthal equal-area projection at about
11 km per tile. Starting clearings sit near the reference stations;
resources, snow passes and camp props are adapted for play.
The tooling is MIT. Each map is published under CC-BY-4.0 and belongs to its author. By opening a pull request you confirm the map is yours to publish under that licence.