oskiewar: a plain background, and legs that suit a bigger floor master
Two things @jeffrey asked for in one breath, both about how the map feels rather than what is in it. The background is one plain color. It was a starfield -- 120 parallaxing stars, six gradient bands, and a planet limb with a lit rim -- and he asked the same question of it he once asked of the cube's checkered plaster: "can the level background be plain colored? not stripey?" The answer is the same both times, and it is not really about taste. A decorative background is a pattern the eye keeps reading during a fight that has two small figures in it, and every one of those stars was competing with the thing you are meant to be watching. What paints the background now is the frame's own opening wipe, which was painting it all along -- the starfield was drawn on top. So outside the climb there is no backdrop pass at all, and about two hundred screen-space draws a frame went with the pattern. The legs slowed about a sixth: walk 1060 -> 880, run 2350 -> 1950. The first thing a floor twice as wide does is make a fighter read as skating across it, because the stride that felt urgent crossing 900 units looks weightless crossing 1,800. The acceleration moved by the same fraction, so time-to-top- speed is unchanged and only the ground covered is -- a run still winds up over the same beat. `jumpReach` prices a bot's jump in walkSpeed, so the arcs it will commit to narrowed with the stride and the deck spacing stays exactly as reachable as it was. Two tests had pinned the old stride rather than derived it, and one of those was already living on 21 units of margin. They read the speed out of the source now, so the next change to the legs is a change to the legs. Engine suite 248 passing against the same 73 failures HEAD has. Social preview reburned. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>