Tile Sets

Tile Sets (or "tileset") are procedurally generated environments in which players accomplish Missions. A tile set consists of at least 30 different tiles, which are rooms of varying sizes that can connect to other tiles to form the mission's maps. These tiles include locations like start rooms, end/extraction rooms, Arena rooms, boss rooms, hallways, Defense/Interception rooms, and so on. A mission map is composed of multiple randomly-selected tiles connecting to each other in a procedurally-generated manner, ensuring a level of map layout variety between missions.
Tile sets can have environmental modifiers called Environmental Hazards that change Warframe stats or damage Warframes. These include modifiers such as sub-zero degrees (decreased Shields) and fire (damages the player and puts all enemies on alert). Some tiles feature dynamic terrain with moving cargo containers, traps, specially made areas for parkour activities, zip lines, and randomly placed explosives.
__TOC__
==Star Chart Tile Sets==
There are currently 24 unique tile sets, each with their own theme and appearance. Each location on the Star Chart can have one or more tile sets associated with them, and some tile sets are exclusive to certain locations.
=== Non-Mission ===
==Landscapes==
Landscapes are large, open-world maps that only appear in their dedicated mission nodes, though each are connected to a friendly hub area adjacent to them on the Star Chart. Unlike the traditional tilesets, Landscapes do not use procedurally-generated segments, but instead use expansive, seamlessly fixed environments, on which players can encounter random enemy spawns, mission objectives, hidden quests, and other objects of interest.
There are currently 4 Landscape-type missions in the game, located on Venus, Earth, Deimos, and Duviri.
==Conclave Maps==
Conclave Maps are tile sets that are only available in the Conclave PvP gamemodes. Like Landscapes, they are different from a typical mission's tile set, as they do not feature procedurally-generated rooms throughout matches. Instead, these are set maps that players can battle on different environments that can be set in a Corpus-occupied mountain range or in a Grineer outpost set on the overgrown jungles of Earth. There are also Lunaro arenas that started from the surface of the Moon to other places of the solar system, like a Lunaro arena set in the gas cities of Jupiter.
There are currently 21 maps available in Conclave, 13 of which in both Annihilation and Team Annihilation gamemodes, 6 in Cephalon Capture, and 4 in Lunaro.
==Mechanics==
===Map Generation===
With the exception of Landscapes, all Star Chart missions in WARFRAME take place in randomly generated environments that are made up of predefined rooms or tiles that are connected to each other via compatible "doors" or "portals". Each tile can be classified based on their function or their relationship in the overall mapSee EE.log when starting a new mission:
*Start (S) - the players' spawn point when entering a mission
*Connector (C) - smaller rooms that link together larger rooms like corridors
*Intermediate (I) - large, complex rooms that serve as main combat spaces for gameplay; these are sometimes Captura scenes to be earned or purchased from NPC vendors
*Objective (O) - rooms that have the mission's objective like Data Vaults in Spy missions
*Dead end (D) - rooms that only have one door, usually contains Storage Containers and lockers for loot
*Exit (E) - the players' extraction point for completing the mission
In addition to tiles, a map will also generate with a skybox to fill the background environment:
*Cube map (Cm) - background map shape represented as six-sided cube
*Skybox (Sb) - the background image or backdrop of missions
A typical mission will always generate tiles in a tree-like structure with no overlap, having only one player-reachable path from the start tile to the objective tile(s) to the exit tile. There will never be a case where tiles are generated to produce a circular path; the player will always have a linear path to the objective. There may be paths that branch off the main mission path, but these paths will always lead to dead ends.
Simple mission map structure (SCICOCICE)
Start -> Connector -> Intermediate -> Connector -> Objective -> Connector -> Intermediate -> Connector -> Exit
| | |
|-----------------------Segment 1----------------------|----------------------Segment 2----------------------|
Each mission type and unique tile set will generate tiles based on a procedural level template defined by the developers. This template contains details on what tiles are available for the game to use, the tiles' type, the length and tile composition of each map segment, and the maximum branching depth for creating offshoot paths. For example, an Exterminate mission on the Corpus Gas City tileset will have a different map structure than a Survival mission on the Grineer Galleon tileset. The former will be:
*More linear because the sole objective is to kill enemies throughout the level
*Have more larger open tiles to traverse through since it thematically takes place in the open skies of Jupiter
*More Connector tiles to pad gameplay and to spread enemy spawns since Exterminate missions are typically short
*Only made up of tiles based on the Corpus Gas City theme
The latter will be:
*More maze-like because of the nature of Survival missions, to spread out enemy spawns to target choke points on all sides
*Have more Intermediate tiles for spawning Life Support Towers and to serve as choke points for player activity
*Only made up of tiles based on the Grineer Galleon theme
====Duviri====
Unlike traditional landscapes, Duviri has a unique tile set layout with nested segments.
Logs from The Duviri Paradox quest:
2723.723 Sys [Info]: /Lotus/Levels/Proc/Duviri/Quests/DuviriQuestM1Start generating layout with segments: S[L[B]][L[O][O]L][L][L][L]EP
2723.723 Sys [Info]: /Lotus/Levels/Proc/Duviri/Quests/DuviriQuestM1Start/Z0cJRhUOMDCJTVWtTrnGBP4YayBwbLwjTjYYa4igAAAAAA.lp
2723.723 Sys [Info]: Generated layout in 0.1ms
2723.723 Sys [Info]: 
2723.723 Sys [Info]: S: /Lotus/Levels/Duviri/Quest/MainlandAQuest.level
2723.723 Sys [Info]: L: /Lotus/Levels/Duviri/MainlandAEast.level
2723.723 Sys [Info]: B: /Lotus/Levels/Duviri/WarframeArenas/VoidWaitingRoom.level
2723.723 Sys [Info]: L: /Lotus/Levels/Duviri/MainlandAWest.level
2723.723 Sys [Info]: O: /Lotus/Levels/Duviri/SignatureIsles/LibraryIsland.level
2723.723 Sys [Info]: O: /Lotus/Levels/Duviri/SignatureIsles/Amphitheatre.level
2723.723 Sys [Info]: L: /Lotus/Levels/Duviri/MawFishing/DuvMawFishingA.level
2723.723 Sys [Info]: L: /Lotus/Levels/Duviri/Quest/TownAQuest.level
2723.723 Sys [Info]: L: /Lotus/Levels/Duviri/GatewayHandIsland.level
2723.723 Sys [Info]: L: /Lotus/Levels/Duviri/DuvIntThroneRoom.level
2723.723 Sys [Info]: E: /Lotus/Levels/Duviri/Quest/TeshinsCaveQuest.level
2723.723 Sys [Info]: Sb: /Lotus/Levels/Duviri/Skyboxes/DuvSkybox.level
Logs from Duviri during Fear Spiral:
14852.109 Sys [Info]: /Lotus/Levels/Proc/Duviri/DuviriLandscapeScared generating layout with segments: S[L[B]][L[O]L][L][L]EP
14852.110 Sys [Info]: /Lotus/Levels/Proc/Duviri/DuviriLandscapeScared/R24DMRBiC+LdrOFeGGMsgcGy8I042GGu+IoAAAAA.lp
14852.110 Sys [Info]: Generated layout in 0.1ms
14852.110 Sys [Info]: 
14852.110 Sys [Info]: S: /Lotus/Levels/Duviri/MainlandA.level
14852.110 Sys [Info]: L: /Lotus/Levels/Duviri/MainlandAEast.level
14852.110 Sys [Info]: B: /Lotus/Levels/Duviri/WarframeArenas/VoidWaitingRoom.level
14852.110 Sys [Info]: L: /Lotus/Levels/Duviri/MainlandAWest.level
14852.110 Sys [Info]: O: /Lotus/Levels/Duviri/SignatureIsles/Amphitheatre.level
14852.110 Sys [Info]: L: /Lotus/Levels/Duviri/MawFishing/DuvMawFishingA.level
14852.110 Sys [Info]: L: /Lotus/Levels/Duviri/TownA.level
14852.110 Sys [Info]: L: /Lotus/Levels/Duviri/GatewayHandIsland.level
14852.110 Sys [Info]: E: /Lotus/Levels/Duviri/TeshinsCave.level
14852.110 Sys [Info]: Sb: /Lotus/Levels/Duviri/Skyboxes/DuvSkybox.level
====Debugging====
Every time the player generates a map, the game's EE.log will output the resultant map layout for debugging purposes. For example, starting a Lua Rescue mission will output:
2676.963 Script [Info]: ThemedSquadOverlay.lua: Lobby::Host_StartMatch: launching level for SolNode307_HardDaily (/Lotus/Levels/Proc/Orokin/OrokinMoonRescue)
2676.963 Game [Info]: FrameworkCmd::OpenLevel - /Lotus/Levels/Proc/Orokin/OrokinMoonRescue
2676.976 Sys [Info]: Found 118 items to load (0ms) [Heap: 1,262,739,904/1,368,195,072 Footprint: 6,047,404,032 Handles: 1,181]
2677.233 Sys [Info]: Finished load of Misc batch (1) [0.26s and 15 frames at 17 ms/frame avg, 3 ms/update peak], 1/1/15, 68 item(s), 6208k total so far, 0.00% utilization
2677.301 Sys [Info]: Finished load of Texture batch (1) [0.07s and 4 frames at 17 ms/frame avg, 0 ms/update peak], 1/0/4, 1 item(s), 6336k total so far, 0.00% utilization
2677.380 Sys [Info]: Finished load of AnimRetarget batch (1) [0.08s and 4 frames at 20 ms/frame avg, 0 ms/update peak], 1/0/4, 1 item(s), 6528k total so far, 0.00% utilization
2677.380 Sys [Info]: Resource load completed (1 root types) in one pass and 0.4s (I/O ~= 65%, inherited 48 of 118)
2677.380 Sys [Info]: ResourceLoader spot-loaded in 405ms
2677.380 Sys [Info]: /Lotus/Levels/Proc/Orokin/OrokinMoonRescue generating layout with segments: SCICICOCCE
2677.381 Sys [Info]: /Lotus/Levels/Proc/Orokin/OrokinMoonRescue/IYEDFOHiW0BFWPxKxFwAjFVAFFQA.lp
2677.381 Sys [Info]: Generated layout in 0.8ms
2677.381 Sys [Info]: 
2677.381 Sys [Info]: S: /Lotus/Levels/OrokinMoon/MoonSpawn01.level
2677.381 Sys [Info]: C: /Lotus/Levels/OrokinMoon/MoonConJunction03.level
2677.381 Sys [Info]: I: /Lotus/Levels/OrokinMoon/MoonIntSpeed.level
2677.381 Sys [Info]: C: /Lotus/Levels/OrokinMoon/MoonConCorner01.level
2677.381 Sys [Info]: I: /Lotus/Levels/OrokinMoon/MoonIntRuinedPiaza.level
2677.381 Sys [Info]: C: /Lotus/Levels/OrokinMoon/MoonConPlus01.level
2677.381 Sys [Info]: O: /Lotus/Levels/OrokinMoon/MoonObjRescue01.level
2677.381 Sys [Info]: C: /Lotus/Levels/OrokinMoon/MoonConCorner02.level
2677.381 Sys [Info]: C: /Lotus/Levels/OrokinMoon/MoonConStraight02.level
2677.381 Sys [Info]: E: /Lotus/Levels/OrokinMoon/MoonExit02.level
2677.381 Sys [Info]: D: /Lotus/Levels/OrokinMoon/MoonDeadEnd02.level
2677.381 Sys [Info]: Cm: /Lotus/Levels/Backdrops/OrokinMoon.level
2677.381 Sys [Info]: Sb: /Lotus/Levels/Backdrops/OrokinMoonBaseStandard.level
===Understanding Level Structure===
Navigation meshs (or NavMesh) are generated to map out level boundaries and basic geometry to restrict where NPCs can go or not so they do not run into walls or obstacles.
For the game to understand the structure and gameplay flow of a specific tile, the game generates a 3D Tactical Area Map (or TacMap). TacMaps are rough corridor maps that describe how NPCs move through tiles, from one area to another. They have a lower granularity than traditional NavMeshes, but are higher than level blocks.
==Media==
==Patch History==
==References==
fr:Environnements
de:Umgebungen
es:Escenario
it:Tile Set
ru:Локации
__NOTOC__
Category:Tile Sets
Category:Mechanics
Category:Outline Pages
Category:HomePage
Category:Development