Tactical Theatre Map
The world map is a PixiJS tactical view over a fixed 150×150 theatre grid (v0.3.21-alpha). One cell equals one PMC base footprint. Pan across the theatre, inspect bases, filter by affinity, and launch operations from the panel below the map.
Navigation & controls
- Pan — drag the map. Scroll wheel is captured inside the map frame so the page does not scroll accidentally.
- Zoom — pinch or scroll zoom is available on the composited LOD renderer; the default fixed-theatre view uses a readable fixed zoom with drag-to-pan.
- Focus origin — recentres on your active command base (the base selected in the header base selector).
- Base selector — switching your command base on the map page clears stale viewport params and recentres on the new origin.
- Go to coordinates — enter grid X|Y in the Selected Base panel to pan the view (valid range 0–149 on a full theatre).
- Minimap — expand the Minimap tab (top-left) to see the full theatre and click to pan.
- Filters — show or hide own, friendly, abandoned, neutral, indigenous remnant, and hostile base markers. Future layers (resources, convoys, intel) are placeholders in Alpha.
Terrain & base markers
- Per-cell terrain art is seeded per world — grass variants, forest clusters, and grid lines render under base markers.
- Bases appear as compound markers sized to the cell, with coloured affinity rings: gold for your own bases, green for alliance members and friends, teal for allied alliances, blue for alliances you hold a non-aggression pact with, grey for abandoned derelicts, purple for other PMC players, orange for indigenous remnant AI outposts, and red for enemy alliances or players you have marked as enemies.
- Marker art reflects compound visual tier (field camp through theatre headquarters). Hover a marker for the base name; click to select and open travel intel.
- Terrain outside the active theatre is visible but dimmed — operations cannot target bases there until the theatre expands.
Coordinates & sectors
Grid references use sector·x|y format (for example H6·62|72). Sectors are 10×10 cell bands — a 150×150 theatre has 15×15 sector codes. Travel time between bases uses Chebyshev distance in sectors combined with unit mobility (see Units & forces).
Active theatre bounds
The full art grid is 150×150, but gameplay starts in a smaller centred active theatre that grows as more player-owned bases register. Operations require both origin and target inside active bounds. Expansion is audited server-side.
| Player-owned bases | Active size |
|---|---|
| 0–15 | 50×50 |
| 16–40 | 75×75 |
| 41–80 | 100×100 |
| 81+ | Full 150×150 |
Spawn rules
- Registration picks a spawn region: North West, North East, South West, South East, Random.
- The first player on an empty world takes the map centre when that cell is clear.
- Later bases spawn in the chosen quadrant, 1–6 cells (Chebyshev) from the nearest existing base, weighted toward the outer distance.
- Deterministic 2×2 forest clusters block placement; they are the main hard terrain exclusion.
- Spawn is not clipped to active theatre bounds — new bases can land outside the current bubble until it expands.
Operations from the map
Select a target base to preview route distance and ETA, then use the operations panel for scouts, raids, garrison, and command transfer. See Command Transfer, Garrison & Support, and ThreatNet for operation details.
Open the live map at /map.