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Corrode 13.08: new layout, cones and navigation - #298
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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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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>
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>
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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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assets/maps/corrode_svg_height_attack.json.gzis excluded by!**/*.gzassets/maps/corrode_svg_height_defense.json.gzis excluded by!**/*.gzassets/maps/world/corrode_navigation.json.gzis excluded by!**/*.gz
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assets/maps/world/navigation_catalog.jsondocs/vision-model.mdtest/bundled_map_models_test.dart
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…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>
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).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. Thensimplify_walls.pyas usual.standable_region.pyand its classifier.sourceSvg.sha256is 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:


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:


Defense side:

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 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:

Calls Dara may want to undo
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
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
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).

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).

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).

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).

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

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).



Two raised boxes are solid wall now. I used Dara's own box coordinates for the new wall edges:
7. A plant zone. The top-left corner is cut at 45° (x 311 to 325, y 168 to 181).

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

The art in the running app
A Windows release with this art, a local Corrode strategy in a fresh library, attack then defense:
The map draws on both sides, and the A/B labels stay upright on defense.
Art calls Dara may want to undo
ci: test
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