In the 3D view and thumbnail, every marker means something. This is what you're looking at:
โฏRed ring โ Attacker spawn. Where the attacking army enters (the map's SW corner by default).
โฏBlue ring โ Defender spawn / your Command Center. The base you defend; on castle land it sits inside the courtyard.
โฎTowers. Stone defenders (red/blue cap = which side) that shoot anything in range โ the SIEGE backbone.
โฌWalls & Gates. Castle fortification ring โ destructible; breaking a wall opens a new way in.
โGold / wood nodes. Resources you harvest mid-battle to build & reinforce.
โฒMonster camp. Wild creatures guarding ground โ clear them for the reward.
โDotted lane. The path armies march along, base to base.
โฌขRocks & trees. Solid cover that funnels units and blocks movement โ the "chokes".
Edges of the map are the entrances โ one per side, always with a clear path to the center. Some can be blocked by rock ridges (there's always another way through).
Every map is built to host multiple battle modes. What each map supports is shown as tags on its design (e.g. DUEL/SIEGE/GUARD). Here's what each mode sets up:
โ DUEL the MOBA fight โ two Command Centers
Both sides have a base (attacker SW, defender NE). Raze the enemy Command Center to win. This is the classic lane battle every map supports.
๐ฐ SIEGE someone attacks your occupied land
You're the defender: your CC + placed towers/walls + guarding pets hold the center. The attacker enters at the edge they marched from. Fortified (castle) land makes this the flagship defense.
๐บ GUARD no base โ clear everything
Wild monsters, or another player's pets-and-towers, hold the ground. No Command Center on either side โ kill every guard to complete. (Pets are never lost; they're knocked out and return home.)
๐ฏ CLASH multi-army melee
Three or more armies each start at their own edge and converge โ last one standing wins. Needs a map with fair, roughly-equal starting edges.
๐ DOMINION hold the center
Same multi-edge starts, but the goal is to capture and hold the central objective โ king-of-the-hill for contested, unowned land.
A map's shape and what's on it decide its modes: open land hosts DUEL/SIEGE/GUARD everywhere; balanced multi-edge land adds CLASH/DOMINION; castle land specializes in SIEGE.
Your prompt is translated into generator settings โ you shape the battlefield, and the engine guarantees it stays fair and playable. You can influence:
Theme & look
Palette (verdant, autumn, volcanic, tundra, desert, swamp, ashen, sakura โ note: your continent's biome bounds this) ยท
Archetype (open steppe, forest maze, river crossing, box canyon, cliff terraces, marsh causeways, ridge passes) ยท a
Landmark (ruined tower, standing stones, crater lake, ancient bridge, shipwreck, giant skull, obelisk).
Terrain
Density of cover,
water level (rivers/marsh; volcanic renders water as lava),
roughness of the ground, and precise features โ "a lava river splitting the map", "a ridge with two passes", "a road from the gate to the hill".
Content (within your land's tier)
Resource nodes + richness,
monster camps,
towers. Higher-invested land unlocks higher caps โ you'll see this land's caps on its card. Investment happens in Clash Front (coming soon).
Try: "misty swamp with two causeways over deep marsh meeting at a ruined tower, a gold mine on each bank, sparse cover". The engine picks the settings, generates, validates for fairness, and saves it as a new version.