Map the field before players arrive
Organizers define the playable boundary, tactical grid, facilities and points of interest, faction spawn areas, routes, and authored objectives in the web battlefield workspace. The same battlefield definition powers the briefing, live session, organizer editor, and replay instead of becoming a separate static image.
Single-stage events stay compact. Multi-stage events can give each stage its own battlefield context while retaining the event-level plan and schedule.
- Draw field and stage boundaries directly on the map.
- Place facilities, points of interest, spawns, and objectives.
- Configure objective visibility and which sides may capture them.
- Preview the authored battlefield before the session launches.
Coordinate with live tactical layers
During play, the map combines durable field geometry with runtime-only activity: player positions, objective control, tactical markers and callouts, drawings, inventories, and presence. Organizers can update authored battlefield details while a session is live without writing live player state back into the field plan.
Layer order is deliberate: basemap and terrain sit underneath boundaries, grids, routes, drawings, facilities, objectives, tactical markers, and players. This keeps the operational symbols readable as the map changes.
One map language across platforms
GridStrike uses one typed map render graph for the web map, native mobile 2D, mobile 3D terrain, landing previews, editor surfaces, and replays. Map themes and camera behavior can change, but the underlying field, objective, marker, and player definitions remain shared.
The result is a continuous visual language from organizer planning to field use and after-action review, with platform-specific controls around the same tactical information.
