Spring EngineSpring Maps

First you need to download the Spring engine to play on this map.

Maps are ".sd7" or ".sdz" files. To install this files move them into (Unix) ~/.spring/maps
or (Windows) "My Documents\My Games\Spring\Maps".
Use the "Reload maps/games" option from the "Tools" menu in SpringLobby.

File Information

Title / Version Leyline 1.1
Mapsize 18 x 16
License Freeware / Free
Filename leyline_1.1.sd7
Filesize 32.3 MB
Date 11/15/2019 - 15:15
Changed 02/17/2020 - 17:20
Publisher / Author esainane (Uploaded by esainane)
Windspeeds 5-25 Knots
Gravity Force 130 Newton
Start Positions 2


Leyline is map with many points of interest and avenues of attack, designed with Zero-K mechanics in mind.

A wide central land path provides a fast direct avenue of attack, while slight slopes into the crater cause mild inconvenience for vehicles wishing to manoever upon facing opposition.

Fordable shallows to the sides provide a means of indirect attack. Pockets of deep water provide small tactical zones for amphibious bots to kite toward, or to initiate surprising Lobster throws from. Mex positioning encourages clockwise expansion and pressure. A steep ramp makes a full assault challenging, but the supermex is exposed for its value and makes for a very attractive target. Central ridges prevent Envoy artillery from becoming the most important factor in the game.

Most water is shallow enough that even fleas may cross, opening up ways to attack key economic developments from behind. Versatile terrain units - JumpBots, Spiders, Athenas, or even Lobster/Djinn shenanigans - can create special attacks which are very difficult to dislodge if they can reach the broad high ground. However, they will struggle to hold off straightforward attacks in the main areas on their own.

The map will detect the number of players on each team and adjust starting locations, mex placement, and mex weights to scale up to become an appropriately sized battle. In very large games, new mexes are added to provide additional points of interest, and create entirely new viable starting locations.


1.1: DNTS update. All visuals carefully tweaked. Minimap replaced with base texture: minimap water rendering is now the job of the minimap widget. Prerendered minimap used as the preview. No functional changes.
1.0: Stable release.
* New minimap using the new textures.
* Overlaid shallow and deep water areas from the concept to not lose water information.
* Minimap is now prescaled, avoiding artifacts from relying on the map conversion process. Some annoyingly sharp artifacts remain in-game, but as they disappear when the minimap area is enlarged, I believe this is an issue either with spring or with widgets.
* Texture compression during the map conversion process is now disabled, as near-tile reuse was producing visible artifacts on the final map. At the map phase, this means storage from 43123 tiles to 73728 tiles. Most compression still happens during the 7z phase, but the final archive is still 11.5% larger.
* Slightly updated the main texture to remove a very thin vertical black line down the middle of the map.
* Wrote a proper introductory description.
0.8: New texture by Cerin. Also fixed a typo in a mex value, which fortunately had no effect due to it also being the default value.
0.7: Retuned dynamic mex values, and removed one of the conditional side mexes. Made the center more central again.
0.6: Dynamic mex placement and start position rework. Mex settings are now adjusted based on the number of players present, and mex decals are added dynamically with a gadget. In small teams, some mexes have slightly higher values, and another mex is added to a backdoorable position. In very large teams (>4v4) the side channels are reworked with many more mexes: the central islands are now directly worth fighting over, and the rear sea minimexes are transformed into a full starting position.
0.5: Quick adansoniafication with default parameters by Cerin. Mountains became dense grass, dense grass became light grass, and light grass became sand. Still a massive improvement and a reasonable placeholder.
0.4: General heightmap smoothing. Some previously jagged cliffs are now much smoother.
0.3: Adds a conditional third starting area. This area becomes available when there are more than two players.
0.2: Adds three mexes mid-shallows. This is to encourage people to use the forward starting position.
0.1: Initial release.