# Terrain Reference & World Maps — The House in the Pines

Complete terrain authoring, voxel material layering, elevation cross-sections, natural cliff boundaries, weather erosion, acoustic patrol heatmaps, 3D isometric cutaway dioramas, and ready-to-import heightmap/colormap/splatmap textures for **The House in the Pines** (**36 Reference Sheets: `00`–`35`**).

### 00. Complete 36-Sheet Master Contact Index
![Complete 36-sheet terrain reference master index](../terrain-reference/00-terrain-reference-master-index.png)

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## 1. Sculpted Landforms & Asset Placement

### Basic Terrain Layout (Land Shape Only)
![Basic terrain layout](../terrain-reference/01-terrain-only.png)

### Basic Terrain with Game Assets (Dressed Terrain)
![Basic terrain with game assets](../terrain-reference/02-dressed-terrain.png)
[Open Editable SVG](02-dressed-terrain.svg)

### Detailed Terrain Only (Ridges, Valley, Ravine, Stream, Cliff Shelves & Pond Basin)
![Detailed terrain only](../terrain-reference/03-detailed-terrain-only.png)
[Open Editable SVG](03-detailed-terrain-only.svg)

### Detailed Terrain with Game Assets & Landmarks
![Detailed terrain with assets](../terrain-reference/04-detailed-terrain-with-assets.png)
[Open Editable SVG](04-detailed-terrain-with-assets.svg)

### Biomes & Asset Placement Guide
![Biomes and asset placement](../terrain-reference/05-biomes-and-asset-placement.png)
[Open Editable SVG](05-biomes-and-asset-placement.svg)

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## 2. Roblox Studio Voxel Material & Sculpting Guides

### Roblox Terrain Materials & Biome Layering
Voxel painting rules for `LeafyGrass` (`#2E473B`), `Mud` (`#3B2F26`), `Ground` (`#5C4938`), `Slate` (`#3E4A52`), `Rock` (`#2B353C`), and `Water` (`#1D323A`), with elevation-to-slope transition thresholds.
![Roblox terrain materials and layering](../terrain-reference/06-roblox-terrain-materials-and-layering.png)

### Trail, Stream & Ravine Cross-Sections
Engineering profiles for the 14-stud Crowned Dirt Trail, 28-stud Stream & Mist Ravine (`Y: 0m` to `+8m`), and 18-stud Cabin & Shed Level Terraces (`Y: +16m` & `+18m`).
![Trail and stream cross-sections](../terrain-reference/07-trail-and-stream-cross-sections.png)

### Cliff Ledges, Natural Barriers & World Edge
Diegetic world boundary design using >65° impassable `Slate` cliffs (`Y: +45m`), storm mudslide roadblocks, fallen giant pine trunks, and dark multi-tier pine skirt silhouettes instead of invisible walls.
![Cliff ledges and natural barriers](../terrain-reference/08-cliff-ledges-and-natural-barriers.png)

### Water, Mud & Storm Erosion Detail Guide
Tactical surface audio and visual fidelity guide covering the dark reflective pond (`WaterTransparency = 0.35`), heavy-footstep mud ruts (+35% acoustic radius), wet shoreline pebbles, and misty gully ground fog.
![Water, mud and weather erosion](../terrain-reference/09-water-mud-and-weather-erosion.png)

### Underground Excavation & Sub-Surface Guide
Negative voxel carving and stone retaining wall guidelines for the Storm Cellar (`Y: +6m` to `+15m`), Root Cellar Tunnel (`Y: +10m`), Flooded Road Culvert (`Y: +1m` to `+5m`), and Abandoned Mine Adit.
![Underground cellar and tunnel excavation](../terrain-reference/12-underground-cellar-and-tunnel-excavation.png)

### Foliage Density Rings & Sightline Corridors
4-ring tree spacing rules (`0–30m` clearing, `30–75m` stalking ring, `75–140m` deep canopy, `140m+` billboard skirt) and deliberate 12-stud window sightline lanes.
![Foliage density and sightline corridors](../terrain-reference/13-foliage-density-and-sightline-corridors.png)

### Elevation Fog, Lighting & Reverb Zones
Vertical atmospheric and `SoundService` reverb slice across the Low Ravine (`Y: 0m–8m`), Cabin Terrace (`Y: +14m–20m`), and High North Ridge (`Y: +30m–45m`).
![Lighting, fog and elevation atmosphere](../terrain-reference/14-lighting-fog-and-elevation-atmosphere.png)

### Seasonal & Weather Terrain Variants
Four replayable shift variants: *Autumn Dusk (Default)*, *Midnight Flash-Flood Storm*, *November Early Frost*, and *Golden Dawn Aftermath*.
![Seasonal and weather terrain variants](../terrain-reference/15-seasonal-and-weather-terrain-variants.png)

### 6-Step Roblox Terrain Sculpting Workflow
End-to-end authoring pipeline: 1. Import 1024×1024 Heightmap & Colormap, 2. Flatten Fixed-Y Building Terraces, 3. Carve Crowned Trails & Drainage Ruts, 4. Fill Ravine & Pond Water, 5. Paint Slate Cliffs & Embed Rock Meshes, 6. Subtract Cellar Cutouts & Layer 4-Ring Pines.
![Step-by-step Roblox terrain sculpting workflow](../terrain-reference/16-step-by-step-roblox-terrain-sculpting-workflow.png)

### Hypsometric Elevation & 5-Meter Contour Map
Color-graded elevation bands (`0m` ravine to `+45m` North Ridge) with `5m` topographical contour intervals, survey grid (`A1`–`H8`), and a West-to-East valley transect elevation profile graph.
![Elevation contour and hypsometric tint map](../terrain-reference/17-elevation-contour-and-hypsometric-tint-map.png)

### Slope Steepness & Roblox NavMesh Walkability Map
Gradient heatmap (`0°–14°` Flat Buildable Green, `14°–35°` Walkable Gold, `35°–48°` Steep Scramble Orange, `>48°` Impassable Slate Cliff Red) paired with `Humanoid.MaxSlopeAngle = 46°` and `PathfindingModifier` safe-zone rules.
![Slope angle and walkability NavMesh map](../terrain-reference/18-slope-angle-and-walkability-navmesh-map.png)

### Regional Terrain Zoom #1: Southwest Highway Washout & Escape Gate (`Y: +1.5m` to `+14m`)
Close-up sculpting blueprint for Grid `A6–C8` covering the `52°` highway landslide scar, flooded culvert trench, and `8°` crowned trail climb from the Locked Escape Gate (`Y: +8m`).
![Regional terrain detail — Southwest washout and gate](../terrain-reference/19-regional-terrain-detail-southwest-washout-and-gate.png)

### Regional Terrain Zoom #2: Central Cabin Terrace & Workshed Bench (`Y: +6.5m` to `+20m`)
Close-up sculpting blueprint for Grid `C4–F6` detailing the `68×54 stud` Cabin Terrace (`Y: +16m`), `24×12×28 stud` Cellar Cutout (`Y: +6.5m`), and `36×28 stud` Workshed Bench (`Y: +18m`).
![Regional terrain detail — Cabin terrace and shed bench](../terrain-reference/20-regional-terrain-detail-cabin-terrace-and-shed-bench.png)

### Regional Terrain Zoom #3: East Stream Gorge, Covered Bridge & Pond Basin (`Y: 0m` to `+16m`)
Close-up sculpting blueprint for Grid `E3–H8` covering the `28-stud` V-shaped stream ravine, `Y: +12m` stone bridge abutment shelves, and `140×110 stud` East Pond Basin (`Y: +2m`).
![Regional terrain detail — East ravine, bridge and pond](../terrain-reference/21-regional-terrain-detail-east-ravine-bridge-and-pond.png)

### Regional Terrain Zoom #4: High North Slate Ridge, Switchbacks & Mine Adit (`Y: +22m` to `+45m`)
Close-up sculpting blueprint for Grid `B1–G4` detailing the `18°` switchback ridge trail, `40×40 stud` Fire Watchtower summit pad (`Y: +42m`), Relay Bunker outcrop (`Y: +44m`), and vertical Mine Adit rock cut (`Y: +26m`).
![Regional terrain detail — North ridge, watchtower and mine](../terrain-reference/22-regional-terrain-detail-north-ridge-watchtower-and-mine.png)

### Voxel-to-Mesh Blending & Micro-Topography Guide
How to eliminate visible 4-stud voxel stair-stepping by sinking low-poly boulders `35%` into terrain seams, anchoring pine trunks with root flare mounds, and placing recessed timber trail steps.
![Voxel-to-mesh blending and micro-topography](../terrain-reference/23-voxel-to-mesh-blending-and-micro-topography.png)

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## 3. Master World Map & Visitor AI Acoustic Heatmap

### Full-World Master Topographical & Landmark Map (Core + Expansions)
Unified 2048×2048 stud master map linking the First-Release Shelter Property with all 5 Expansion Zones (**Fire Watchtower**, **Covered Bridge**, **Logging Mill**, **Overgrown Greenhouse**, and **Flooded Culvert**).
![Full-world master terrain map](../terrain-reference/10-full-world-master-terrain-map.png)

### Visitor AI Patrol Routes, Safe Zones & Acoustic Heatmap
Spatial AI director blueprint mapping the outer treeline stalking loop, inner cabin inspection nodes, 24-stud warm amber safe zones, and surface noise rings (Mud/Splash vs. Pine Needles).
![Visitor acoustic and patrol heatmap](../terrain-reference/11-visitor-acoustic-and-patrol-heatmap.png)

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## 4. 3D Isometric Cutaway Terrain Diorama Suite (Sheets 24–35)

### 24. Isometric Valley Cutaway Diorama — Master Reference
Clean 3D isometric valley cutaway block showcasing the faceted slate cliff amphitheater, cliffside mountain tarn pond, flattened central dirt clearing, eroded S-curve muddy trail, dense conical pine clusters, and exposed 3-layer soil/bedrock cross-section walls.
![24 Isometric valley cutaway diorama](../terrain-reference/24-isometric-valley-cutaway-diorama.png)

### 25. Isometric Valley Annotated Landform & Sculpting Guide
10-point architectural landform breakdown of the isometric valley diorama with callouts for the `Y:+42m` Slate Escarpment, `Y:+12m` Cliffside Tarn, `Y:+16m` Central Clearing Pad, V-notch road cut, and 3-horizon geological cross-section skirt.
![25 Isometric valley annotated landform guide](../terrain-reference/25-isometric-valley-annotated-landform-guide.png)

### 26. Isometric Cabin Clearing, Workshed Bench & Cellar Cutaway Diorama
3D isometric biome cutaway of the central shelter terrace (`Y:+16m` Cabin Pad, `Y:+18m` Workshed Bench, `Y:+12m` Tarn Pond) featuring an exposed underground Storm Cellar chamber (`Y:+6.5m`) glowing warm amber in the front soil cross-section.
![26 Isometric cabin clearing and shed terrace diorama](../terrain-reference/26-isometric-cabin-clearing-and-shed-terrace-diorama.png)

### 27. Isometric Ravine Gorge, Stepped Waterfalls & Covered Bridge Cutaway
3D isometric cutaway of the East Stream Gorge (`Y:0m` to `+28m`), three stepped whitewater cascade ledges, `Y:+12m` Stone Covered Bridge abutment shelves, and deep river-cut bedrock strata.
![27 Isometric ravine gorge waterfall and bridge diorama](../terrain-reference/27-isometric-ravine-gorge-waterfall-and-bridge-diorama.png)

### 28. Isometric Washed-Out Highway 9, Landslide Talus & Escape Gate Cutaway
3D isometric cutaway of the Southwest boundary (`Y:+1.5m` to `+34m`), showing the 52° storm landslide debris cone blocking Highway 9, the flooded drainage culvert ditch, and the `Y:+8m` Escape Gate climb.
![28 Isometric washed out highway and escape gate diorama](../terrain-reference/28-isometric-washed-out-highway-and-escape-gate-diorama.png)

### 29. Isometric High North Ridge, Switchbacks & Watchtower Peak Cutaway
3D isometric cutaway of the northern alpine ridge (`Y:+22m` to `+45m`), featuring 18° Z-pattern switchbacks, the flattened `Y:+42m` Fire Watchtower summit plateau, and the `Y:+26m` Mine Adit rock bench.
![29 Isometric north ridge switchbacks and watchtower diorama](../terrain-reference/29-isometric-north-ridge-switchbacks-and-watchtower-diorama.png)

### 30. Isometric East Pond Basin, Wetland Bog & Boathouse Cove Cutaway
3D isometric cutaway of the `140×110 stud` East Pond Basin (`Y:+2m`), shallow acoustic bog shelves, submerged deep-water trench exposed in the front cross-section wall, and the `Y:+3.5m` Boathouse Dock cove.
![30 Isometric pond basin wetland and boathouse diorama](../terrain-reference/30-isometric-pond-basin-wetland-and-boathouse-diorama.png)

### 31. Isometric 4-Quadrant Master Valley Diorama Assembly (`NW`, `NE`, `SW`, `SE`)
Exploded 4-quadrant isometric assembly showing how the **NW High Ridge**, **NE Central Cabin Valley**, **SW Highway Washout**, and **SE Ravine Gorge & Pond Basin** interlock into the 2048×2048 stud world.
![31 Isometric 4-quadrant master diorama assembly](../terrain-reference/31-isometric-4-quadrant-master-diorama-assembly.png)

### 32. Isometric Modular Cliff & Rock Landform Kit (6 Sculpting Modules)
6-panel 3D isometric terrain stamp reference: Columnar Cliff Corner, Stepped Terrace Ledges, Landslide Talus Cone, Ravine Gorge Canyon Slot, Craggy Summit Spire, and Recessed Cave Portal Cut.
![32 Isometric modular cliff and rock landform kit](../terrain-reference/32-isometric-modular-cliff-and-rock-landform-kit.png)

### 33. Isometric Erosion Trails, Road Cuts & Waterway Kit (6 Hydrology Modules)
6-panel 3D isometric road and water carving reference: Crowned S-Curve Dirt Road, Steep Z-Switchback Ramp, Cliffside Tarn Basin, Stepped Waterfall Cascade, Flooded Culvert Trench, and Shallow Acoustic Mud Bog.
![33 Isometric erosion trails and waterway kit](../terrain-reference/33-isometric-erosion-trails-and-waterway-kit.png)

### 34. Isometric Underground Cellar, Aquifer & Mine Tunnel Cutaways
4-panel 3D isometric geological sub-surface cutaway suite: 3-Layer Soil & Bedrock Strata Profile, Cabin Storm Cellar Excavation (`Y:+6.5m`), Perched Tarn Aquifer & Seepage Table, and Timber-Shored Mine Adit Portal (`Y:+26m`).
![34 Isometric underground cellar and tunnel cutaways](../terrain-reference/34-isometric-underground-cellar-and-tunnel-cutaways.png)

### 35. Isometric 4-Weather & Atmospheric Lighting Diorama States
4-panel 3D isometric atmospheric comparison on the valley diorama: **1. Clear Autumn Dusk**, **2. Midnight Rainstorm & Flash Flood**, **3. Deep Valley Fog + 24s Amber Safe Zone Glow**, and **4. November Early Frost & Snow Dusting**.
![35 Isometric 4 weather and lighting diorama states](../terrain-reference/35-isometric-4-weather-and-lighting-diorama-states.png)

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## 5. Direct Import Heightmap, Colormap & Biome Splatmap

| Asset File | Resolution | Purpose in Roblox Studio |
| :--- | :--- | :--- |
| [`house-in-the-pines-heightmap-1024.png`](../terrain-reference/house-in-the-pines-heightmap-1024.png) | `1024×1024` | Grayscale elevation heightmap (`0m` ravine bed to `+45m` North Ridge). Import with Map Size `2048 × 180 × 2048` studs. |
| [`house-in-the-pines-colormap-1024.png`](../terrain-reference/house-in-the-pines-colormap-1024.png) | `1024×1024` | Matching 1024×1024 color-graded terrain texture with painted dirt trail, house pad, shed pad, and pond basin. |
| [`house-in-the-pines-biome-mask-1024.png`](../terrain-reference/house-in-the-pines-biome-mask-1024.png) | `1024×1024` | 5-color procedural biome mask (`#183A2A` Dense Pines, `#589C60` Valley Moss, `#828E94` Slate Cliff, `#388ABC` Stream/Pond, `#F1B45E` Trail & Cabin Pads). |
| [`house-in-the-pines-water-and-excavation-mask-1024.png`](../terrain-reference/house-in-the-pines-water-and-excavation-mask-1024.png) | `1024×1024` | Technical sub-surface & water mask (`#388ABC` Stream/Pond Water, `#F1B45E` Flattened Pads, `#D65A4A` Underground Cellar/Tunnel/Culvert Cutouts). |
| [`house-in-the-pines-contour-topographic-1024.png`](../terrain-reference/house-in-the-pines-contour-topographic-1024.png) | `1024×1024` | Hypsometric topographical contour map with `5m` contour lines, `A1–H8` survey grid, and landmark elevation pins. |
| [`house-in-the-pines-slope-and-navmesh-1024.png`](../terrain-reference/house-in-the-pines-slope-and-navmesh-1024.png) | `1024×1024` | Slope angle & walkability heatmap (`Green` flat pads, `Gold` walkable slopes, `Orange` steep scramble, `Red` impassable cliffs `>48°`). |
| [`house-in-the-pines-heightmap-preview.png`](../terrain-reference/house-in-the-pines-heightmap-preview.png) | `900×900` | Shaded relief preview of the sculpted valley and ridge contours. |

### Heightmap (`1024×1024`)
![Heightmap 1024](../terrain-reference/house-in-the-pines-heightmap-1024.png)

### Colormap (`1024×1024`)
![Colormap 1024](../terrain-reference/house-in-the-pines-colormap-1024.png)

### Biome Splatmap Mask (`1024×1024`)
![Biome mask 1024](../terrain-reference/house-in-the-pines-biome-mask-1024.png)

### Water & Underground Excavation Mask (`1024×1024`)
![Water and excavation mask 1024](../terrain-reference/house-in-the-pines-water-and-excavation-mask-1024.png)

### Hypsometric Topographical Contour Map (`1024×1024`)
![Topographical contour map 1024](../terrain-reference/house-in-the-pines-contour-topographic-1024.png)

### Slope Angle & NavMesh Walkability Map (`1024×1024`)
![Slope and NavMesh map 1024](../terrain-reference/house-in-the-pines-slope-and-navmesh-1024.png)

### Shaded Relief Preview
![Heightmap preview](../terrain-reference/house-in-the-pines-heightmap-preview.png)
