City & Buildings

intermediate feature

Voxel Combat Zone · Guide

City layout

The planner builds an organic city rather than a uniform grid: a disc of small jittered houses forms the old-town quarter, surrounded by modern blocks of larger lots, with plazas where blocks shrink away. Streets run in straight segments joined by short diagonal doglegs (never smooth curves), and the widest street is the main road. The Irregularity and Traditional Ratio settings shift the balance between grid, organic and bazaar fabric.

Buildings

Buildings are generated by an RC-frame building grammar: a concrete frame that survives damage, per-storey infill and window bays, storefronts and portals on the ground floor, parapets, and real interiors.

  • Varied facades — per-bay styles (normal, blind, wide) that stay vertically coherent, so towers do not look identical.
  • Interiors — thin partitions with doorways and broken gaps, varied per floor.
  • Circulation — switchback stairwells with landings and, in taller buildings, elevator shafts.
  • Rooftops — optional water tanks, antenna masts and satellite dishes on surviving roofs.
  • Microvoxel detail — window sills, parapet curbs and jagged break edges use Voxel Play 4 microvoxels for half-voxel detail.

Mosque landmark

The block nearest the old-town centre becomes a landmark mosque: a walled courtyard, a domed prayer hall and a slender, transitable minaret with a spiral stair and balcony. The mosque is damage-capped and never fully collapses, giving the city a stable orientation point.

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