This layer builder is a community-created tool developed as part of the SquadCalc project.
It was designed to support Offworld's Community Layers process and allows community members and developers to quickly prototype layer ideas using templates for common features such as flag clusters, lanes, and custom map borders.
This tool does not generate a playable in-game layer. It is only intended for designing and visualizing layer concepts on the map. The layout can then be used as reference material for developers or modders working in the Unreal Engine editor. Any elements created here must be manually recreated and interpreted when implementing the layer in the game, so designs should remain clear and easy to read.
The RAAS and Invasion game modes in Squad use semi-randomized logic to determine where the flags will be when the map is loaded.
There are two elements of randomness in this process: Lanes and Clusters. The core of building any RAAS or Invasion layer is understanding how to use them. A cluster is a set of possible flags. The number of clusters determines how many flags will be in each lane. A lane is simply a string of clusters, joined together sequentially.
When the game loads a new layer, it picks a random lane and sticks with it. It then goes through each cluster in that lane and, at each step, randomly selects one flag from the flags available in that cluster.
Try creating a lane with clusters and some flags for each cluster, and use the TRY IT button to visualize the possible outcomes :
TRY IT
There are three main steps to building a layer using this tool. First, add a new lane using Add Lane, then add clusters to that lane using Add Cluster. Finally, add flags to each cluster within the lane.
Add Lane
Add Cluster
Once the layer is drawn, you can focus on the details :
Once the layer has been built, and to save your work you can :
.json
A cluster by itself is not a flag; even if designing a layer with one flag per cluster, a flag is still required. The cluster, like the lane, is a set of probabilities, not something that players can interact with directly.
The standards are as follows:
Deviations from these standards are allowed, but the impacts of adding or removing clusters needs to be considered. For Invasion, adding more clusters to a lane would make games longer on average.
All lanes must be the same length. (the same number of clusters)
Avoid creating asymetrical information : For example if a flag is only part of one single lane/cluster, then the team seing the flag will know the rest of the layer. Make sure both teams discover the complete layer at the same time.
Generally speaking, the more lanes that are used, the more information the player will be able to determine about the lane early in the round, assuming fog of war is enabled. Whereas fewer lanes with larger clusters will be more random. Design the layer to match the desired outcome.
A good rule to follow is that the middle flag(s) should be placed along a line between the main bases representing the shortest travel time between them. If the main bases are closer to each other and the first flags than they are to the midpoint, this will incentivize backcap rushing and maincamping.
In Invasion, avoid creating layers where the defenders cannot reasonably establish on the first flag within the staging time limit. If necessary, drive the route in-game to check.
In AAS/RAAS, watch out Travel time on rollout being skewed too far towards one main base. Major structural advantages/disadvantages should be avoided when designing layers. Assume that both teams will drive towards the midpoint between main bases, and ensure that the ratio of flags on either side is not too lopsided.
There is no official submission process defined by OffWorld yet.
It is expected to be available in about three weeks.