MYTH II · SOULBLIGHTER · FIELDWORK

Maps, units, and evidence you can follow.

A practical home for map-making, tag and map-action research, unit reconstruction, and the local tools that make hard questions testable.

MAP SYSTEMSUNIT STUDIESENGINE RESEARCH
Illustrative Soulblighter-inspired battlefield at sunset
Illustrative field vision · atmosphere is separate from verified game data

START HERE

Source, test, then explain.

The tutorial turns hard engine questions into plain-language lessons. The workbench records the file, experiment, result, and remaining unknown, rather than presenting a confident guess.

Local editor acceptance is not the same as Myth runtime proof. Runtime claims stay gated until a disposable save/reopen and in-game check exists.

CURRENT WORKBENCH

One change at a time.

The unit-placement lab uses a known-working map and isolates one variable per save. That keeps binary differences useful and recoverable.

Browse the tutorial ↗

Circuit interpretation of Myth II map geometry

MAP SYSTEMS

Map-making as visual language

Terrain, roads, waterways, and nodes become a readable technical composition. The circuit view is labeled as an interpretation; source geometry remains the authority.

Research · technical art · interactive presentation
Street-map reference artwork

REFERENCE

Factual structure first

Verified fields, tags, and dependencies stay distinct from decorative atmosphere and AI-assisted illustration.

Hidden-world visual experiment

EXPERIMENT

Reveal the second world

Interactive presentation can make a technical relationship easier to see without pretending the artwork is engine data.

VERA-SUPPLIED REFERENCE ART

Unit studies from the field.

These are AI-assisted visual studies supplied by Vera for presentation and reference. They are not official sprites or a claim of canonical game renders. Labels below follow the visible subjects and headings in the supplied plates.

Vera-supplied Dwarf study

Dwarf

Explosive bottles and satchel charges · four by default, up to nine carried

Unlabeled Vera reanimated-undead study, cataloged provisionally as Ghast

Ghast (provisional visual match)

The supplied sheet has no printed title; cataloged provisionally as the nimble reanimated undead whose touch can stun.

Vera-supplied Maul study

Maul

Armored Blind Steppes brute · slow, durable, club-bearing

Vera plate explicitly titled Soulless

Soulless

Plate title: SOULLESS · floating undead with toxin-coated javelins

Vera plate explicitly titled Myrkridia

Myrk · Myrkridia

Plate title: MYRKRIDIA · catalog short label “Myrk”

Vera plate explicitly titled Myth Thrall

Thrall

Plate title: MYTH THRALL · slow, resilient reanimated human corpses armed with axes

Vera plate explicitly titled Myth II Wight

Wight

Plate title: MYTH II WIGHT · gas-filled stitched corpse that detonates

PLACEMENT LAB · LOCAL

P000 to P004

Use any known-working Myth II map. Place one Dwarf, then save a copy after exactly one change. Upload the resulting mesh files for bounded binary diffing.

P000
BASE
P001
MOVE X
P002
MOVE Y
P003
ROTATE
P004
TEAM

Target fields: X/Y position, facing, team, and eventually unit/tag reference. A fresh map is optional; a known-working map is preferred.

SCOUT NOTES · DEFAULTS

Controls worth checking.

  • Y team chat
  • Shift + Y all-player yell
  • Enter send message
  • Hold Up Arrow for recent messages
  • F8 in-game key list
  • Click, drag, double-click, or Shift-click to select units
  • Click ground to move; click enemy to attack

These are documented defaults, not immutable bindings. Confirm the active setup in-game.

WHAT IS BEING BUILT

A connected Myth II toolkit.

Reference notes explain the engine in plain language. The workbench turns that knowledge into file checks, map-action analysis, projectile-chain inspection, source manifests, and reusable reports.

STATUS

Field Archive
Public preview available

Developer Workbench
Local-first beta; review results before publishing

Knowledge update
Read the evidence log ↗

Report something unclear