This page explains how to create the labyrinth rooms, hallways, spawn points, and lighting.

Follow the links to read about the gameplay dynamics or visit a page dedicated to a simplified version of Labyrinth Mode.

Board layout


To help layout rooms and hallways of the game board, we will be using a large square grid made up of 100 orthogonal points, 50 units apart. The grid fits on the typical playing board of 470x470 light gray tiles.

Each grid point will be the center of a room. Each room has 4 room dimensions, and each dimension is assigned a value of 8, 16, or 24 units (tile widths). The "#east" dimension defines the extent of the floor to the east of its center; "#west" defines the extent of the floor, west of center. The third and fourth side dimensions, "#north" and "#south", well... you get the idea.

Each room is also randomly assigned one of 10 floor colors: orange, pink, purple, dark blue, yellow, red, green, light blue, white, or gray. Creating 90 different color, orientation, and area combinations.


Hallways are, sometimes multiple, rows of white tile which connect two rooms. The table below was generated using an algorithm. You will need an X value to use the table. X is defined as the smallest room dimension (8, 16, or 24) of the two rooms a hallway is connecting. North-south oriented hallways use the #east and #west dimensions from the rooms; an east-west hallways use the #north and #south dimensions.

Hall Types and their Tiling Sequences
Hall Type Count Gray White Gray White Gray White
Gray 22 2(X) - - - - -
Single, Narrow 20 0.75(X) 0.5(X) - - - -
Single, Narrow 20 0.25(X) - 2 0.5(X) - - - -
Single, Narrow 20 1.25(X) + 2 0.5(X) - - - -
Single, Medium 10 0.5(X) X - - - -
Single, Medium 10 0.25(X) - 2 X - - - -
Single, Medium 10 0.75(X) + 2 X - - - -
Single, Wide 5 0.25(X) - 2 1.5(X) + 4 - - - -
Double, Narrow 10 0.75(X) 0.5(X) 0.25(X) 0.5(X) - -
Double, Narrow 10 0 0.5(X) 0.25(X) 0.5(X) - -
Double, Narrow 10 0 0.5(X) X 0.5(X) - -
Double, Mix 5 0 0.5(X) 0.5(X) X - -
Double, Mix 5 0 X 0.5(X) 0.5(X) - -
Triple, Narrow 5 0 0.5(X) 0.25(X) 0.5(X) 0.25(X) 0.5(X)

Columns 1 and 2 of the table list the names of hallways by type and the number (on average) of each hall type available in a labyrinth (extra hallways would be assigned a gray hall type). Placing the value for X into columns 3-6 will calculate how many rows of each tile, starting at the corner of the room wall with the shortest dimension, to place across the width of the hallway (starting with column 3 and moving right).

Before assigning the first hallway, 4 gray rooms and 1 non-gray room are selected. These rooms do not receive hallways and the rooms themselves are deleted. These are replaced by a 4 or 10 unit radius circle of brown tiles. 10 more rooms are then randomly selected and given black tiles.

Once the hallways and room tiles are laid out, in a random manner, they are enclosed by walls; except for rooms and hallways with gray tiles. The level should look something like this:


Partial labyrinth.


The following table lays out where items spawn in the playing field.

Different point items and tank spawns based on tile color
Tile Color Polygons Tank Types Spawned
Orange Squares, Triangles, Blue Pentagons Player Tanks
Pink Squares, Triangles, Blue Pentagons Player Tanks


Squares, Triangles, Blue Pentagons Player Tanks
Dark Blue Squares, Triangles, Blue Pentagons Player Tanks
Yellow Squares, Triangles, Blue Pentagons Player Tanks
Red Squares, Triangles, Blue Pentagons Player Tanks
Green Squares, Triangles, Blue Pentagons Player Tanks
Light Blue Squares, Triangles, Blue Pentagons Player Tanks
Brown Squares, Triangles, Blue Pentagons Murrays
White Alpha and Blue Pentagons None
Gray Pentagon Nests None
Black Red Triangles Dominators

Aesthetic Features


"Single, medium" hall types spawn a alpha pentagon at the center of their white tiles.

"Single, wide" hall types spawn an blue pentagon at the center of their white tiles.


Along the interior edge of the walls of every room (skipping hallways) is a row of white tiles and a row of black tiles beside them. The last tile in each row is a black tile.


Lights are not blocked by walls.

Gray and brown tiles are outside and there is no lighting for them.
All other rooms inside the labyrintg, besides white rooms, have large wall lights located at the midpoint of each wall, large floor lights set 10 units back from each midpoint, a medium floor light at the center, and a pair of medium wall lights, mounted 5 units from each corner.


A tank's spotlight can be switch on and off, by pressing 'f', the spotlight follows the players mouse movements.

Wearing a nebulizer forces the spotlight to remain on.


The white tiles "glow" (casting no light) and without room lights in white rooms, players can see everything (tanks, ammunition, polygons) except for what team other players are on (everything is in shadow, black) unless it stands near a light source (pentagons, hall lights) or under a spotlight.


In the middle each row of white tiles (corridor), in each type of hallway, is a medium floor light, placed 4 units back from either room.

Medium and mixed hall types have 2 medium floor lights in the middle of a corridor, spaced 8 apart, placed 4 units back from either room. Medium and mixed hall types also have large wall lights attached 10 units on the walls before either room entrance.

Narrow hall types, have a large floor light set back 10 units from either room entrance.

Wide hallway types have two large floor lights set 16 units apart and 10 units from either room entrance. Wide halls also have a set of medium wall lights, placed 4 spaces from either entrance and at the halfway point, and medium floor lights at the center of the hall.


The following table highlights other objects that generate light inside the labyrinth.

Definition of Lights Sizings and Lit Objects Found in the Labyrinth
Type of Light Radius of Light Generator of Light
Glow 0 portal, ammunition when using nebulizer
Small 2 generator, spotlight
Medium 4 blue pentagon, nebulizer
Large 10 alpha pentagon, Dominator

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