Early spatial foundations
Small district scenes tested gates, guaranteed-object access, shortcuts, return routes and visible repaired states before the world was expanded.
The macro-terrain phase
An archived 8 × 8 km, sixteen-tile terrain experiment explored the fjord basin, mountain frame and hydrology. Separate workstreams studied terrain profiles, water, slopes, roads, ground materials, vegetation, rocks and performance. Several candidates failed visual or contact review and were not integrated.
The current authored approach
The newer contract builds coherent places and explicit scene-cell connections. The industrial pilot follows the service exit, stream, bridge and workyard, with more rooms attached to the quest chain. This replaces a blanket claim of a finished open-world map.
What qualifies a route
Ground rays and profile numbers are useful, but actual standing/crouching controller travel, usable doors, bridge decks, return paths and player-height images establish whether a place works. Local passing checks are not whole-region approval.
Hallvik is in development. World and system entries describe the current design unless an implementation result is explicitly stated.
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