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Corrode 13.08: new layout, cones and navigation - #298

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@SunkenInTime SunkenInTime commented Oct 13, 2026 •

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Cones before and after, attack: back of A, back of B, top of B Main, Lower Mid box

Cones in the running app (Windows release), same build, left with main's Corrode files and right with this PR's. Each agent has a 90° cone. On the left the cones stop at walls that 13.08 removed or moved. On the right they stop at the new ones.

Why

VALORANT 13.08 (Oct 13) reworked parts of Corrode. This PR redraws those parts of the map (Dara approved the art: "Final, rebuild cones") and rebuilds what depends on the art: the cone models, which record the art's hash, so Corrode's cones did not load at all with the new art; and the walking navigation, which was 13.06 data.

Cones

Rule for the whole job: keep the existing, reviewed data and change only what 13.08 changed. The scripts are in E:\w\cvis (copies of the vision-pipeline pieces, plus the new steps).

  • Walls. build_art.py (the Block cones on VALORANT's minimap lines, drawn on our walls #242 builder) ran on a source made of the old wall pieces that lie wholly outside the seven changed places, plus the new art's ink. Heights come from Riot's 13.08 vision lines inside those places (padded by 3 SVG units) and from the 13.06 lines the shipped models were built from everywhere else. Then simplify_walls.py as usual.
  • Attacker-spawn corner. One exception to the 13.06 lines: west of the attacker spawn (x 115–131, y 362–374), 13.06 put the corner of the outer wall at y 372.4, 8.5 units south of the drawn corner, so a line blocked cones across open floor at every height. 13.08 moved it to y 363.9, on the art, so that corner uses 13.08's lines:
    Spawn corner
  • Mid half wall. Riot has no vision line along it in 13.06 or 13.08, so it still doesn't block cones. The metal doesn't change that in Riot's data.
  • Lower Mid wall. Riot raised its lines from layers 0–3 to 0–4. It now blocks anyone standing on a floor below 9.02 m.
  • Where agents stand. The 13.08 navmesh gives the floor height (it sits 0.10 m above the floor; it did on 13.06 too). Where it disagrees with the old standing level by more than 5 cm, and 13.06 didn't disagree the same way, the model gets new ground there and loses the supports at heights the game no longer has. The removed rooms and boxes lose their supports. The new boxes get supports from their navmesh tops: Lower Mid 7 m, top of B Main 10 m, back of B 10 m. The Lower Mid barrels keep their 6 m tops at their new circles.
  • Standable region rebuilt by standable_region.py and its classifier.
  • sourceSvg.sha256 is the LF-normalised new art, so the app loads the models.

Navigation

Rebaked from the 13.08 Recast navmesh (exported from the installed 13.08 game files) with bake_navigation.py. The same script reproduces main's file exactly from the archived 13.06 export.

The 13.08 navmesh is still walkable in a 6.5-unit strip east of the defender spawn (x 237.5–244, y 44–78), where the 13.08 minimap, Riot's vision lines and the art all put the wall at x 237.5. A page transition between two points of one nav polygon is a straight line, so it walked an agent through that wall. The raw export stays as it is; the bake step (clip_nav.py) cuts the strip out of the bundled file, grown by the 42 cm agent radius, turns the four polygons it touched into triangles of what's left, and cuts their portals the same way.

514 of the 657 polygons are identical to 13.06 and keep their detailed floors. The others use their nav triangles: a vertex unchanged from 13.06 keeps its refined height, a new one gets its nav height minus 10 cm. Catalog hash and size updated.

A transition from (235, 60) to (239, 79) on attack, and the same spots on defense, in the release build. The pink trail is the agent's centre, read off the frames. With the previous push's navigation the agent crossed 6.9 units (attack) and 4.7 units (defense) of void; now it goes round the corner and stays on the floor:
Transition
Trails

How far ground truth got

  • In the app. Windows release build, a fresh library, agents with cones placed in every changed place and in unchanged ones, attack and defense, before (main's Corrode files in the same build) and after:

    More of Mid (the cone still sees over the half wall), from A Main into the new corridor, on the new Lower Mid box, and the A plant corner:
    Mid
    More

    Defense side:
    Defense

    Unchanged places draw the same cone. Within 230 px of the agent, the before and after screenshots differ by no pixel at B site and the attacker spawn; at A site only the redrawn plant corner differs:
    Unchanged

  • Unchanged cones, everywhere. Wall ids, order and some outlines differ from main (the simplifier redraws walls that run into a changed place), so the files aren't comparable wall by wall. What I compared is what the app draws: agents dropped on a 3-unit grid, stood where the app stands them, 360° cones of range 60. For every spot whose cone stays clear of the changed places and the spawn corner: 3,001 of 3,001 identical on attack (largest difference 0.003 units) and 2,990 of 2,998 on defense. The other 8 stand within a few hundredths of a corner of a wall that continues into a changed place, which the simplifier redrew within its 0.01-unit bound, so a ray grazing that corner flips. The spawn-corner fix changes the cones of the 150 attack and 159 defense spots that see that corner. All 375 supports outside the changed places are unchanged (Astra checked this too).

  • Standing heights. On drawn floor in the changed places, the model's level and the 13.08 navmesh differ by more than 5 cm at 1.3% of points (1,839 of 136,748). Every cluster left is one that already disagreed the same way on 13.06 (3.5% of points then).

  • Tests. The Corrode vision, model and navigation tests pass, plus check_bundled_wall_heights.dart. The archived acceptance suite's Corrode, all-map and gameplay files fail the same 36 tests on main and on this PR (Corrode's 4801 gap tests failed before too; 4926 passes).

  • Speed. Dropping an agent (stepping out of ink and picking the level) and casting a 103° cone over a 2-unit grid, native query, test VM: p50/p99 of 14/76 µs and 84/254 µs, against 15/79 and 88/252 on main. Not measured in a profile build.

Not checked: the 3D truth check, because the extracted 3D scene is 13.06 and wrong in exactly the changed places. The archived acceptance suite ran on the previous push (same 36 failures as main); this push only changed the spawn corner's walls, and I didn't rerun it.

Callouts

"Arch" and "Crane" sat over the void where their 13.06 rooms were. Moved as Dara approved: Arch 27 units right, Crane 19.5 units left on attack, mirrored on defense. Only the x coordinates of each label's two rects and text path change. In the release build both labels sit on the floor on both sides, and none of the 18 labels overlaps another:
Callouts before and after

Calls Dara may want to undo

  • 13.06 vision lines outside the changed places, except the attacker-spawn corner. That keeps every reviewed wall there as it was. With 13.08 lines everywhere, the only other change would be one wall edge east of A Lobby (x 270, y 365–401), where 13.06's line sits 3.6 units out in the void and nothing is drawn beyond it.
  • New box heights come from the navmesh, not from art or a measured mesh: Lower Mid 7 m (barrels 6 m, the jump-up), top of B Main 10 m, back of B 10 m. A small 8 m ledge on the beam at the north end of the Mid half wall got a support too.
  • Navigation cut to the art at defender spawn. The 13.08 design blockout level (Rook_Design_Blockout_Update2026) still puts that block's face at x 244.5, so the game may really be walkable in the strip. The bundled navigation follows the art and the minimap anyway, so agents never walk through a drawn wall.

The art

Dara's 13.06 art / Dara's art with the 13.08 changes / Riot's 13.08 minimap

Left to right: Dara's current Corrode art, the same art with only the 13.08 layout changes redrawn, and Riot's 13.08 minimap placed in Icarus's frame. The first version of this PR replaced the whole drawing with an automatic trace; Dara: "Nope, looks bad. How about you reuse as much of the assets from my original drawing as possible, and only make changes when there are huge divergences?" This version starts from main's files and edits only where a wall or floor moved.

How it was made

  • Same construction as Dara's file. Her walls are the floor outline stroked 1 wide and outlined into filled pieces: one corner piece per floor corner, one bar per floor edge. Unchanged corners and edges keep her exact path text. New ones are made the same way: 1 wide, mitred corners.
  • Same grid. Every coordinate in her floor sits on a grid of about 0.568 units. New corners snap to that grid and reuse her exact numbers where a new wall continues an old one. Diagonals are true 45° and land on grid points at both ends.
  • Where the numbers come from. I measured the centre of Riot's white wall lines in the 13.08 minimap. I corrected each measurement by how far Dara's line sits from the same kind of line in the 13.06 minimap nearby (usually 0.1 to 0.4 units), then snapped to her grid.
  • Defense. The same edits, mapped onto Dara's defense file (attack rotated 180° about the frame, then x − 0.213). Unchanged pieces keep her defense file's own text. The A/B labels stay upright.

What changed

Seven places. Each close-up is Dara's art, the new art, then Riot's 13.08 minimap.

1. Back of A: new defender path. The big room behind A is gone. A corridor runs from the top down to A Main with a 45° wall, and the thin wall moved left (x 238 to 335, y 42 to 157).
Back of A
One prop went with the old room: the small box at (305, 148).

2. Back of B: new defender path. The room behind B is gone. The path comes down a 45° corridor, and the thin wall sticking into it is gone. A new small box sits on the outer wall (x 26 to 91, y 65 to 120).
Back of B

3. Top of B Main: back wall moved out 6.8 units, with a new small box in the corner (x 141 to 149, y 42 to 86).
Top of B Main

4. Mid. The half wall moved out about 3.4 units, and its top is now a raised strip 2.8 units deep, closed at both ends. The small box on it is gone. The room east of it is narrower, with a 45° jog, and the corner prop at the top is solid wall now (x 188 to 220, y 185 to 259).
Mid

5. Notch west of Mid is 2.8 units shallower (x 175 to 181, y 243 to 259).
Mid notch

6. Lower Mid. The long box moved toward B and now runs from the thin wall to x 197. The two round props moved with it, and the thin wall at its end is thicker (x 155 to 221, y 333 to 350).
Lower Mid box
Two raised boxes are solid wall now. I used Dara's own box coordinates for the new wall edges:
Lower Mid, A side
Lower Mid, B side

7. A plant zone. The top-left corner is cut at 45° (x 311 to 325, y 168 to 181).
A plant zone

The change map marked about 30 other spots. I looked at each one: props with a slightly different shade, B plant edges off by a pixel, and walls that moved half a unit or less. Dara's drawing stays as it was there.

How much of Dara's drawing is reused

attack defense
Path pieces byte-identical to Dara's (floor rings, wall pieces, detail lines) 359 of 458 359 of 458
Wall pieces kept 312 of 400 312 of 400
Floor path commands kept 187 of 218 187 of 218
All path commands kept, in order 2,828 of 3,266 (87%) 2,828 of 3,266
Rendered pixels identical to Dara's art 96.2% 96.2%
Elements untouched (B plant zone, both site labels, one round prop, two B-site lines) 6 of 13 6 of 13

Every pixel that differs falls inside the seven places above. Magenta pixels differ from Dara's art; every dimmed pixel is identical:

Changed pixels

In the changed places, the new floor edge is 0.2 to 0.8 units from a fresh trace of Riot's 13.08 minimap. The old art was 1.2 to 33 units off there.

Defense, side by side with Dara's:
Defense

The art in the running app

A Windows release with this art, a local Corrode strategy in a fresh library, attack then defense:

Attack Defense
attack defense

The map draws on both sides, and the A/B labels stay upright on defense.

Art calls Dara may want to undo

  • New props. I drew the two new small boxes (back of B, top of B Main) and moved the Lower Mid round props, in her prop style. I dropped the prop at the back of A because its floor is gone.
  • Lower Mid thin wall. In Riot's minimap its east side moved about 0.9 units, its west side 0.4 and its top 0.8. I moved only the east side (1.1 units, one grid step past the old line) so the box has a wall to end on. The other two are under the 1-unit bar I used for "changed".
  • Mid half wall. Riot moved it 3.6 to 3.8 units. On Dara's grid that's 6 steps (3.4) or 7 (4.0). I went with 6, the closer fit for the outer line. Both lines moved together, so the wall keeps her 1.1-unit thickness.
  • Small shifts I left alone. Riot's 13.08 minimap moves a few other lines by 0.25 to 0.5 units: the top wall west of B Main, the Lower Mid hole edges, the bottom spawn edge. Dara's lines stay where they were.

ci: test

🤖 Generated with Claude Code

Summary by CodeRabbit

  • Updates
    • Updated Corrode’s navigation data and bundled map models to reflect the latest map and vision changes.
    • Documented revised wall visibility and standing supports, including the Lower Mid wall’s visibility height.

VALORANT 13.08 reworked Corrode's defender paths, Mid and the A plant
zone. The art is traced from the 13.08 minimap texture
(RookUpdate_2026 FogOfWar) in the same frame as the old art. Draft:
Corrode's sightline models still describe the old art, so its cones
stop loading until they are rebuilt.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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📝 Walkthrough

The Corrode 13.08 map changes are documented. The navigation catalog’s hash and size and the bundled attack and defense model checksum expectations are updated.

Changes: Corrode map update

Layer / File(s) Summary
Document Corrode model changes
docs/vision-model.md
Documents the 13.08 wall, vision, standing-model, and navigation changes.
Update map asset metadata
assets/maps/world/navigation_catalog.json, test/bundled_map_models_test.dart
Updates Corrode’s navigation hash and byte count. Updates the expected checksums for the bundled attack and defense model files.

Priority: ⬇️ Low

Estimated code review effort: 2 (Simple) | ~8 minutes

Change: Bug fix

Merge Risk: ⚪ Minimal · up to 84a59

The Corrode update removes the defender-spawn route through the wall, while preserving a route around its lower end. The bundled navigation metadata and model checksums match their assets; no merge-blocking issue is established.

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Title check Passed The title clearly and concisely summarizes the main changes: the Corrode 13.08 layout, cone models, and navigation updates.
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Replaces the traced art with Dara's original Corrode SVGs from main,
edited only where 13.08 moved a wall or floor: the defender paths behind
A and B, the B Main back wall, Mid's half wall and east room, the notch
west of Mid, the Lower Mid box and the two boxes that became walls, and
the A plant zone corner. Walls keep her outlined 1-wide construction and
her coordinate grid; unchanged pieces keep her exact path text.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
@SunkenInTime SunkenInTime changed the title Draw Corrode's 13.08 layout, traced from the game's own minimap Corrode 13.08: Dara's art with only the changed walls redrawn Oct 14, 2026
SunkenInTime and others added 2 commits October 13, 2026 20:35
The strip's bottom line now runs to the outer wall line, as in Riot's
13.08 minimap, instead of stopping at the inner one.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The cone models recorded the old art's hash, so Corrode's cones did not
load with the 13.08 art. Rebuilt them changing only what 13.08 changed:

- walls: build_art.py on the 0497bec pieces outside the seven changed
  places plus the new art's ink; Riot's 13.08 vision lines inside those
  places, the 13.06 lines the shipped models used elsewhere
- standing: a ground patch from the 13.08 navmesh where the floor moved,
  stale supports cut, supports for the new boxes, barrels moved
- standable region rebuilt by standable_region.py
- navigation rebaked from the 13.08 Recast export; detailed floors kept
  for the polygons that did not change

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
@SunkenInTime SunkenInTime changed the title Corrode 13.08: Dara's art with only the changed walls redrawn Corrode 13.08: new layout, cones and navigation Oct 14, 2026
@SunkenInTime
SunkenInTime marked this pull request as ready for review October 14, 2026 03:35

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Actionable comments posted: 1


  • 🪄 Fix CodeRabbit comments on this PR
🤖 Prompt to fix review comments
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only still-valid issues, skip the rest with a brief reason, keep changes
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Inline comments:
Review comments at @docs/vision-model.md:
- Around line 997-999: Align the Corrode navigation mesh with the defender-spawn
wall at x 237.5 by removing the documented walkable strip or updating its
geometry to match the wall. Locate the Corrode mesh data and preserve the
surrounding valid walkable area.

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Comment thread docs/vision-model.md Outdated
SunkenInTime and others added 2 commits October 14, 2026 00:12
…wn corner

- Navigation: the 13.08 navmesh is still walkable east of the wall the
  13.08 minimap, vision lines and art put at x 237.5 beside defender
  spawn, so a page transition could walk an agent through it. The bundled
  navigation cuts that strip out (grown by the agent radius) and rebuilds
  the four polygons and their portals it touched.
- Cones: west of attacker spawn, 13.06's vision lines put the outer
  wall's corner 8.5 units south of the drawn one and blocked cones across
  open floor. Use 13.08's lines, which match the art, at that corner.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Both labels sat over the void where their 13.06 rooms were. Moved as Dara
approved: Arch 27 units right, Crane 19.5 units left on attack, the same
moves mirrored on defense. Only the x coordinates of each label's two
rects and text path change.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
@SunkenInTime
SunkenInTime merged commit 78f1a2d into main Oct 14, 2026
27 of 39 checks passed
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