# **1. Biome Visual & Tactical Reference** This section details the atmospheric and gameplay characteristics for each biome to guide asset generation (textures, scatter cover) and level design. ## **A. Fungal Caves (Magic / Organic)** - **Look & Feel:** Claustrophobic, damp, and bioluminescent. Walls are dark grey stone slick with moisture, cracked by pulsing purple and cyan fungal veins (Aether). The air is hazy with drifting green spores. - **Scattered Cover:** - _Soft Cover:_ Large, rubbery blue/purple mushroom caps. - _Hard Cover:_ Petrified roots and jagged stalagmites. - **Tactical Geometry:** Tight, twisting corridors with frequent chokepoints. Low ceiling clearance. Uneven floors. ## **B. Rusting Wastes (Tech / Industrial)** - **Look & Feel:** Vast, abandoned factory floors and scrapyards. The primary palette is oxidized orange rust, oily black puddles, and dull brass machinery. Smog hangs low in the air. - **Scattered Cover:** - _Destructible Cover:_ Stacks of rusty crates, barrels of sludge, old server racks. - _Hard Cover:_ Heavy machinery blocks, dormant conveyor belts. - **Tactical Geometry:** Wide open arenas with long sightlines favored by snipers. Grid-based layouts with artificial cover placed in rows. ## **C. Crystal Spires (Mixed / Vertical)** - **Look & Feel:** Floating islands of white marble and raw blue Aether crystal suspended in a bright, infinite sky. Clean, sharp lines and magical aesthetics. Light bridges connect disconnected platforms. - **Scattered Cover:** - _Cover:_ Clusters of jagged Aether crystals (translucent blue/white). - _Hazards:_ The edges of the map drop into the infinite void (Instant Death). - **Tactical Geometry:** Extreme verticality. Multiple layers of elevation requiring climbing or teleportation. ## **D. Void-Seep Depths (Horror / Corruption)** - **Look & Feel:** Reality breaking down. Obsidian black stone dripping with neon violet corruption. Glitchy visual effects, floating debris, and an oppressive, dark alien atmosphere. - **Scattered Cover:** - _Cover:_ Pulsing organic tumors, crystallized void matter. - _Unstable:_ Some cover objects may explode or vanish when damaged. - **Tactical Geometry:** Arena-style circular maps with few obstacles but dangerous hazard zones (void rifts). ### **E. Contested Frontier (Surface / War)** - **Look & Feel:** A scarred battlefield under a twilight sky. Muddy trenches, green grass torn up by troop movements, and hastily erected fortifications. This is the only biome with "natural" outdoor lighting. - **Scattered Cover:** - _Fortifications:_ Sandbag walls, wooden cheval de frise, abandoned supply tents. - _Nature:_ Tree stumps and large rocks. - **Tactical Geometry:** Linear "Lane" based maps mimicking trench warfare. High cover density.