TECHNICAL MANUAL // 07
Validation & Publishing
Validation rules, local saves, and publishing to the server
Validation
Before a map can be published, it must pass a set of structural and metadata checks. The validator catches design errors that would make the map unplayable or confusing.
Switch to the Save tab and the validator runs automatically. Results appear as a summary badge — errors (red) block publishing, warnings (amber) are advisory, and all clear (teal) means the map is ready.

Structural Rules
These check whether the map forms a valid game board:
| Rule | Severity | Description |
|---|---|---|
| At least one territory | Error | The map must have nodes |
| At least one connection | Error | Territories must be linked |
| No orphaned nodes | Error | Every territory must have at least one connection |
| Connected graph | Error | All territories must be reachable from all others |
| All territories attackable | Error | Every node must have at least one incoming connection |
| At least 6 populatable nodes | Error | Minimum territory count for viable gameplay |
| No dead ends | Warning | Territories with no outgoing attacks limit strategy |
| At least one bonus zone | Warning | Maps without bonuses have fewer strategic options |
Metadata Rules
These check the map’s identity and image:
| Rule | Severity | Description |
|---|---|---|
| Name 5–100 characters | Error | Map needs a valid name |
| Image required | Error | A background image must be uploaded |
| Image ≤ 10 MB | Error | File size limit |
| PNG/JPEG/WebP format | Error | Supported formats only |
| Dimensions 1080–3840px | Error | Width and height must be in range |
Saving Locally
The Save Changes button writes your current work to the browser’s local storage. This happens entirely on your device — nothing is sent to the server. Save frequently to avoid losing work.
Your project persists across browser sessions. You can close the editor and come back later to resume where you left off.
Exporting to Disk
The Save to Disk button downloads your map as a JSON file. This is useful for backup, sharing with collaborators, or transferring between devices. You can reload an exported file later with the Load button.
Publishing
When validation passes, the Publish button sends your map to the server. A confirmation dialog appears before the first publish — once published, the map is visible to all players in the map browser.
What happens on publish:
- The map definition (territories, connections, bonuses, spawn groups) is serialized as JSON
- The map image is encoded and uploaded
- The server assigns a unique map ID and version hash
- The map appears in the public map browser
Updating a Published Map
You can update a published map by making changes and publishing again. A second confirmation dialog warns that the update will overwrite the live version. The server tracks versions — older games using the previous version continue to work, but new games will use the updated map.

Preview Before Publishing
Before you publish — and before you ask a playtester to spend time on your draft — open the map in the read-only viewer. Players see your map at their default zoom, with their HUD covering part of the screen, with bonus zones and connection arrows rendered exactly as the game renders them. The author view in the editor doesn’t show any of that. The viewer does.
The Save tab has two buttons next to the publish controls:
- Preview in Viewer — opens the current draft in
/map-viewerin a new tab. Use this to sanity-check your own work between save and publish. - Generate Share Link — copies a
/map-viewer?map=<id>&version=<draft-version>URL to your clipboard. Send this to a playtester for feedback before you publish.
The share link includes the draft version number, so testers always see the version you intended to share — not whatever you happen to have open in the editor right now. Drafts shared this way render with an UNPUBLISHED badge in the panel header so the tester knows they’re looking at a work-in-progress.


Use it for playtesting
Send the share link to a playtester and ask them to walk through it before they sit down at a lobby. Two things to look for:
- Readability — can they tell where the bonus zones are without you explaining? Are spawn groups visually distinct?
- Strategic surface — do they see decisions to make, or does the map collapse into one obvious move?
Bug reports during playtest go through the in-app bug-report flow (testers know the drill from the tester landing page). Discussion-level feedback — “this bonus is too generous”, “spawns A and B feel imbalanced” — is better in Discord or wherever you’d normally hash out design.