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How Concordia names space — from the finest grid up to the shared world plate. Plain language for players; code names in backticks where helpful. Color swatches mark the grid ladder (purple / green / red).
Purple on the scale diagram. Finest grid unit: 8px. In code, a block face is MICROCELLS_PER_BLOCK = 4, so 4×4 microcells = 1 block. Future fine props may snap to this grid.
Green on the scale diagram. Intermediate unit: 2×2 microcells (16px). 2×2 subcells = 1 block. Shows up in some ghosts and quarter tools — half a block face.
Red on the scale diagram. Primary build and walk unit. Face size is TILE = 32 px. Plate coordinates are (bx, by) in blocks. Room footprints are whole blocks. Same pitch as room-local tiles.
One URL. Owns a footprint of blocks (and up to 5 Floors with the same perimeter). A room is a collection of blocks — not “the red square.” Walking into a doorway can change the URL to another room.
A 150×150 block window (PAGE_PLOT_W / PAGE_PLOT_H) centered on the room. Used as the draw / clip frame and for peeks into neighbors. It is not an exclusive world partition — rooms share the plate; the page plot is the local frame for this webpage.
Usable build area inside the page plot: about 126×126 blocks (PAGE_PLOT_BUILD_MAX). A 12-block margin (PAGE_PLOT_MARGIN) stays void for peeks and edge breathing room.
The shared world map of blocks — roughly ±5000 / a 10k×10k sparse lattice. Lobby sits at the origin (center). The same (bx, by) stacks vertically across Floors. Sparse: most cells are empty until someone builds.
Player-facing height label. Floor 1 is ground. Internally the code may use world_z = Floor − 1 — that is code-only; never show raw world_z as the player label.
A room type (taxonomy v2): its own URL (cab), linked by flush-abut doors to landings on each Floor it serves. Treat it like any other room for footprint rules, with vertical travel as its job.
Flush-abut doors must fully clear — the opening has to line up so both sides can walk through without a leftover wall nub. The exterior shell keeps the same (bx, by) perimeter on every Floor of that room (stack the silhouette; don’t shift the outline per Floor).