Abandonedwarf3
Defines a static map layout used in DST for placing environmental objects like bullkelp plants and miniflares within a cave environment.
Defines a static map layout used in DST for placing environmental objects like bullkelp plants and miniflares within a cave environment.
Static map layout definition for the Altar environment in DST, containing tile data, object placements, and static structures.
Defines the static layout data for the archive hallway end room, including background tile configuration and object placement for walls, chandeliers, and lockbox dispensers.
Defines the tilemap layout and static objects for the Archive Start room in DST's world generation system.
A static layout configuration for the archived door area in DST caves, defining tilemap data, object placement, and map metadata for world generation.
Defines the static layout data for the Atrium End map room, including tile layer and object placements.
Defines a static map layout for a hotspring that has been enhanced with a bathbomb, including placed objects and tile data.
Defines static layout templates for level-specific resource and item spawns (boons) used in world generation, grouped by rarity and difficulty tier.
Defines a static map layout for the Brine Pool biome with ground tile configuration and object placement data for saltstacks and cookiecutter spawners.
Static map layout definition for the Broken Altar location in the Ruins, containing background tiles and object spawners.
Defines a Tiled map layout for a medium-sized bull kelp farm static map, containing tile layer data and object group definitions for kelp placement and a driftwood log.
Static map layout file defining the Tiled map structure for a small bullkelp farm instance, containing object-group metadata for kelp spawn zones.
Defines the static layout of the initial cave base room using Tiled map format, including background tile layers and object placement for starting game infrastructure.
Static layout definition for a specific cave base map configuration used in the world generation system.
This component defines a static map layout for the cave exit region, specifying tile data, object placement (such as cave lights, spawn points, and flora), and structural metadata for world generation.
Static map layout definition for Charlie's first phase encounter using Tiled map format, specifying background tiles and a stage post object.
Static layout file defining the structure and object placement for the Chess Spot map room in DST.
Static tile-based map layout for a dungeon room, defining background tile patterns and object placements (e.g., statues, gears, bishops) using Tiled map format metadata.
Static map layout definition for a 16x16 grid used in DST world generation, containing background tiles and foreground object placements for a decorative/chess-themed scene.
Defines the static layout configuration for a deciduous forest pond area using Tiled map data, specifying floor tiles and placement of decorative and gameplay-relevant objects such as trees, statues, flowers, fireflies, and a chance-based panflute spawn.
Provides static layout data for the Evergreen Sinkhole map region, defining background tile placement and foreground object regions.
A static map layout file defining the visual and structural configuration for the Eyebone Grave location, including placement of gravestone objects and optional entity prefabs via object properties.
A static map layout file defining the placement of three moon fissure entities in a 3x3 tile grid for world generation.
Provides map layout data for the archive_fourblock room, defining background tile patterns and foreground object placements for the four-block area.
Defines static layout data for the Atrium Hallway Three room in the DST world generation system.
Static layout data for an Atrium hallway segment in DST's map system.
Defines the tile layout and object placement for the 'hallway_armoury' room variant 'four' in DST map generation.
Defines a static map layout for the residential hallway room variant "four" using Tiled map format.
Defines a static hallway room layout for the game's world generation system using Tiled map format metadata.
Represents a static map layout file for a specific room (pit_room_armoury_two) using Tiled map format, containing tile layers and object groups for level geometry and entity spawners.
A static map layout definition for a room in the Don't Starve Together world generation system, containing tile data for the background layer.
Static layout definition containing background tile patterns used to render grassy terrain in DST maps.
Map layout definition for a grass-themed sinkhole environment, specifying tile layers and object group configurations used in world generation.
A static map layout definition representing a small grotto pool region, used to define placement and structure for in-game environmental features in the Grotto biome.
Static layout configuration for the Hound Rock map region containing rocks and hound mounds as placed objects and background tiles.
Static layout file defining the arrangement of flint, sanity rocks, and basalt objects for a map room in the caves.
A static layout map definition used for the Insane Rabbit King arena, containing background tile data and foreground object placements for the boss encounter.
Defines a static map layout for an Insanity-themed wormhole arena using Tiled JSON-style data, including tile layers for background visuals and an object group for placing scenery and wormhole entry points.
Provides the static layout data for the Livingtree map room, specifying tile placement and object positions for Tiled-based world generation.
Static layout data for a hallway room in the Archive world generation system, defining background tiles and foreground objects for map room placement.
Defines a static layout for the Atrium Hallway room in the caves, containing tile data and embedded objects such as lights and droppers.
Defines the static layout data for a long hallway room using Tiled map format, including background tile layer and foreground object placement.
Defines a static map layout for the Pit Hallway Armoury room in DST’s caves worldgen.
Maps the layout data for the "Armoury Two" room in the Caves, including static tile backgrounds and object placement for gameplay elements like spawners and lights.
Defines the static layout data for the Armory room's long variant using Tiled map format for DST world generation.
Defines a static residential room layout for cave map generation, including tile placement and object spawners.
Static map layout definition for the Lures and Worms level, specifying tile grid dimensions, layer structure, and object placement metadata.
A static layout definition file representing the Mactusk Village map section, containing tile data and object placements for world generation.
Static layout definition for a puzzle map area containing stone walls, wooden walls, and rocks arranged in a structured pattern.
Static map layout data for a puzzle-related zone, defining background tiles and foreground object placements using Tiled map format.
A static map layout definition for a puzzle chamber used in the MAX encounter sequence, containing background tiles and foreground object placements.
Tiled map data layout for the Maxwell level in Don't Starve Together, defining static tile layers and object placements for the arena environment.
Static layout definition for the Maxwell arena map in Don't Starve Together, containing tile layer data and object placements.
A static map layout defining the visual tile layer and object placement for the Maxwell 3 challenge arena.
A static map layout file defining the physical structure of the Maxwell 4 level, including background tile layers and object placement for statues and marble trees.
Static map layout data for the Maxwell 5 level, defining tile placements and object positions for a custom level in DST.
Map layout definition for the Maxwell 7 world generation template, specifying background tiles and placed objects.
Defines the Tiled map layout for the Maxwell Merm Shrine level, specifying tile layers and object placements for tentacles, merm houses, statues, and evil flowers.
A static world layout file defining the tile-based map and object placement for the Maxwell Pig Shrine scene in DST.
Defines a static map layout for a military-themed entrance area, including background tile data and placement of world objects such as ruins, statues, and cave holes.
Static map layout data for Monkey Island, defining terrain tiles and placement of islands-specific structures and objects.
A static layout definition for Monkey Island in DST, containing tilemap data and object group metadata for static structures, portals, docks, and prefabs.
A Tiled map layout file defining the static tile and object configuration for the Monkey Island island environment.
A static map layout definition for the Moon Base one-room environment, containing tile data and object placement metadata for world generation.
Defines a static map layout containing moon trees and a hidden moonglass axe for world generation in DST.
Defines the static layout and object placement for the moose nesting area in the Forest world.
Defines the static layout for an oasis environment using Tiled map data, specifying background tiles and foreground object placements.
A static map layout definition for the Ocean Whirl big portal structure, containing tile data and object groups used by the world generator.
Defines a static hallway layout for archive areas using Tiled map data, including tile layers for background visuals and object groups for interactive and decorative entities.
Defines the static layout data for the Atrium Hallway Three room in the Don't Starve Together world generation system.
Defines a static room layout for the Atrium Hallway Two using Tiled map data, containing background tiles, foreground objects (sanity/insanity rocks, fences, rubble), and chests.
Provides Tiled map data for the Pit Room Armoury layout used in world generation.
Defines the layout and static object placement for a residential-style room in the game map.
Defines a static map layout for a pig guard berry patch area using Tiled map data.
A static map layout definition for a pig guard area with easy difficulty, containing fixed tile layers and object placements for perma grass and pig torches.
Defines a static map layout for the Pig Guards arena, containing tile data, decorative torches, and wooden walls for environmental structure.
Static map layout data for a pumpkin carving-themed level in Don't Starve Together.
Defines a static map layout for rabbit cities using TMX map data with tile and object layers.
Static layout configuration for the Resurrection Stone stage, defining its tilemap and object placement.
Defines the tilemap layout for the Resurrection Stone in the winter season, including background tiles and object placements (e.g., resurrection stone, pig heads, resource area).
Defines the Tiled map layout for a medium-sized moon island environment, including tile layers and object groups for terrain, scenery, and gameplay elements.
Static map layout definition for the Moonmush Retrofit area, containing tile data and placed game objects such as mushtrees, lighting, spawners, and decorative elements.
Stores static layout data for the Ruined Base map area, defining background tiles and foreground object placement using Tiled Map Editor format.
Static layout definition for the Ruins Camp map room, specifying tile data and object placements using Tiled map format.
Defines a static 16x16 tilemap layout containing sanity rocks and a central wormhole object for use in world generation.
Defines static layout data for a game map region containing decorative and gameplay-related sculptures and objects.
A Tiled map file defining static layout data for sculptural decorations in the game world.
Defines a static layout for a skeleton farmer decoration in the game world, containing background tiles and object placements.
Static layout data for the skeleton mushjack map room, defining background tiles and object placements for world generation.
A static layout configuration for the Skeleton Night Hunter event, defining the placement of loot items and character references in a 12x12 tile area.
A static map layout file defining the placement of background tiles and foreground objects (including skeleton entities and ambient elements) for a non-player skeleton scene.
Defines the layout data for a static map room containing skeleton-themed assets and gameplay objects.
Defines the layout and static object placement for the Skeleton Researchlab2 map area using Tiled data format.
Defines the static layout configuration for the Skeleton Research Lab scene in Tiled map format, including tile layers and object placements for world generation.
Defines the static layout data for the Skeleton Summer map room using Tiled map format specifications.
A Tiled map layout definition for a winter-themed skeleton structure containing lootable items.
Defines a static layout map layer for the Skeleton Wizard's ice-themed boss lair, specifying tile placements and object spawn positions.
A static map layout file defining the layout and object placement for a small boon chamber in the world generation system.
Static map layout defining terrain tiles and decorative vegetation/obstacle placement, used to block or direct spider paths in the game world.
A static map layout definition for the Stagehand Garden area, containing background tile data and placement metadata for in-world objects like the Stagehand and rose flowers.
A static map layout defining geometry and object placement for small tallbird-related map areas.
Defines the static layout data for the Teleportato base area in the caves, including background tiles and placed objects.
Static tilemap layout for the Teleportato crank area, defining background tiles and object placements in the game world.
Defines a static world layout for the Teleportato potato teleporter structure using Tiled map format data.
Static map layout data for tentacle pillar structures, defining tile placement and object markers for world generation.
Defines the static layout data for the outer atrium region of the tentacle pillar event in DST.
Stores static layout data for tentacle and marsh vegetation objects in the Marsh region map layers.
Static map layout definition for the terrarium forest fire scenario, specifying tile configuration and object placement for a predefined environment.
Static map layout definition for the Terrarium forest biome with pig-themed decorative and functional objects.
Static layout definition for the Terrarium Forest Spiders room, specifying tile layout, background layers, and placed objects such as spider dens, logs, and items.
Static layout test data for map room generation, containing Tiled map metadata for a 32x32 grid with background tiles and foreground object placements.
Defines the static Tiled map layout data for a three-tile-wide chamber in the archive_fourblock map layout set.
Defines the Tiled map layout for a hallway room (archive_hallway_two/three) used in DST's cave world generation, specifying tile layers and object placement for static dungeon architecture.
Static map layout definition for the archive hallway's three-room configuration, specifying tilemap and object placement via Tiled JSON data.
A static map layout definition for the Atrium Hallway room, containing background tile data and foreground object placements.
Static layout data for a residential hallway room used in world generation.
Defines the layout and static geometry for the "three" hallway room used in world generation.
Tiled map data structure for the Armoury Two (room_armoury_two/three) static layout, defining tile layers and object placement for a dungeon room.
A static map layout definition for a residential room in the game world, specifying tile and object placement using Tiled format.
Static layout data structure for a 32x32 tile-based room using Tiled map format.
Defines the static layout data for the torch rabbit cave map room using Tiled map format.
A static layout file defining the placement of world objects for the Spoiled Food trap event in DST.
A static map layout used for winter-themed deciduous forests, containing predefined scenery objects and placement data.
Static room layout definition for the archive_fourblock region, specifying background tile patterns and a single pillar placement.
Defines a static map layout for an archive hallway room, containing tiled floor data and embedded game objects like statues, walls, and areas.
Defines the static layout data for the Atrium Hallway Two map room, including tilemap and object placements.
A static room layout used in world generation for the Hallway Armoury region, containing background tile data and an object spawner.
Defines a static 32x32 tilemap layout for a residential hallway used in world generation, containing background tile data and an empty foreground object layer.
Defines a static hallway map layout using Tiled map format, containing background tile data and foreground object placements for in-game level generation.
Room layout definition for the 'armoury_two' static room used in world generation.
A static map layout definition for the "armoury" room in DST, specifying background tile patterns and spawn positions for special in-game entities.
Defines a static map layout for a specific room in DST's world generation system.
Defines the static layout data for a residential-style room in the world generation system using Tiled Map Editor format.
Static room layout data for a 32x32 tile room used in DST's world generation system.
A static map layout definition for the Walled Garden world generation room, containing tile layers and object groups used to construct the arena's visuals and structures.
Static map layout definition for the Warzone 2 area, specifying tile placement and entity spawn points.
Defines the static layout data for a waterplant map room using Tiled map format.