Capzone

Protection Zone

➡️ What is it ?

This layer builder was created by community member Sharkman, the developer of SquadCalc. It has been developed specifically for Offworld’s Community Layers process. The tool’s purpose is to allow community members and developers to quickly lay out ideas for layers by templating common features such as flag clusters, lanes, and custom map borders.

The tool is not capable of building a layer by itself : It simply creates reference material for developers and modders using the Unreal editor. Any design elements included in a layer built here will need to be re-interpreted by the person implementing the layer, so keep legibility in mind when creating a layer for someone else to implement.

🤔 How does a random layer work ?

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.

A cluster holding 3 flags
A cluster holding 3 possible flags

When the game loads a new layer, it picks a random lane first, then it picks a random flag from each cluster within the lane. Try creating a lane with clusters and some flags for each cluster, and use the TRY IT button to visualize the possible outcomes :

Layer Simulation
Simulate how your layer can be generated

✅ What to do

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.

Cluster Snapping
You can drag a cluster on another to make them share flags
Context menu
Use right click to add spawns, ammocrates and more

Once the layer has been built, and to save your work you can :

⚠️ Common pitfalls

Information Disadvantages.
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.

Information Advantage
Team 2 already know what lane the layer is using but not Team 1 !

Placing clusters without flags.
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.

Using either too many lanes, or too many flags in a cluster.
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.

Designing horseshoe-shaped layers
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.

A Horseshoe-shaped layer
This layer will incentivize backcap rushing and maincamping.
Why go to the middle flag when you can get to their second flag faster ?

[Invasion] 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.

[RAAS/AAS] 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.

Too few or too many clusters.

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.

For RAAS and AAS, adding more clusters increases the neutral ticket gains when teams capture the neutral flags at the beginning of a round, slightly extending the round time. Removing clusters for RAAS and AAS may make distances between possible combinations of flags too large, and vice versa.