---
number: 15
title: The v3 tiles are in — Claude Design's set on the ground of Lor
date: 2026-08-19
summary: The third tileset — 29 tiles and a painted cliff face from a dedicated Claude Design session, one colour per family, no motifs — dropped into the game the day it was delivered, approved by Kris on the in-game renders, and shipped to the browser and the phone; screenshots kept beside deliverable 14's so the step is visible, and the design session is on record because it will be reused for tweaks.
epic: ground-look-and-levels
status: delivered
due-with: null
artifacts: ["https://lor.kris.ai-task-runner.com/play","https://lor-server.cocreations.com.au/download/land-of-lor-v16.apk","https://claude.ai/design/p/373a1833-0687-48d5-9ee0-70784f613ff3","land-of-lor/game/world/client/ground/","land-of-lor/docs/design/tiles/v3-contact-sheet.png"]
cta: [object Object]
---

Deliverable 14 was the "before" — the mixed first-and-second-pass tiles on the new levels and
mountains. This is the "after", one day later: the third tileset, made in a dedicated Claude
Design session from `GROUND_TILES_BRIEF_v3.md` (now in `docs/design/historic/`) — 29 tiles
plus `special/cliff-face.png`, the first painted cliff face, which the shader was already
written to pick up the moment the file existed. One colour per family, quieter repeats, no
motifs; the 35 hexagrams whose meaning is undecided still draw a flat colour on purpose. The
Ramp down into deep water got its first tile (`lake/wind`). Kris approved the in-game renders
before anything was committed. Web build `b6a31b1` on `/play`; APK **v16**. No server change —
tiles are client art, nothing on the wire moved.

**The Claude Design session that made these is
[claude.ai/design/p/373a1833…](https://claude.ai/design/p/373a1833-0687-48d5-9ee0-70784f613ff3),
and it stays live: Kris will take future tile tweaks back to the same session** rather than
starting fresh — it already holds the brief, the north-star pictures and the area-preview kit.
That's recorded in the epic and in `docs/design/README.md` too.

## The tiles the game draws now

Same layout as deliverables 13 and 14: columns are the ground type, rows the flavour.
Twenty-nine painted cells (up one — the Ramp down), thirty-five deliberate flat colours.

![The atlas as drawn on 19 August 2026 — the v3 set](/images/game/land-of-lor/2026-08-19-tiles-v3-contact-sheet.png)

## The Badlands, re-shot

The same views as deliverable 14, on the new art.

![The Badlands, whole, from the game's own camera angle](/images/game/land-of-lor/2026-08-19-tiles-v3-the-badlands.png)

![The Badlands from straight above](/images/game/land-of-lor/2026-08-19-tiles-v3-the-badlands-from-above.png)

## The cone range

![The cone range and its volcano, the stream beside it](/images/game/land-of-lor/2026-08-19-tiles-v3-badlands-cone-range.png)

## Plateaus — and the painted cliff face

The cliff faces under every raised edge are the brief's one special file, seen here for the
first time: brown earth with a lip line, in place of the shader's flat colour mix.

![The big plateau, its ramps, the boulder square and the lava pool](/images/game/land-of-lor/2026-08-19-tiles-v3-badlands-plateau-and-ramps.png)

![The boulder square and the courtyard's stone floors](/images/game/land-of-lor/2026-08-19-tiles-v3-badlands-boulders-and-courtyard.png)

## The deep lake

![The lake a level down behind the small plateau, its rim now the painted face](/images/game/land-of-lor/2026-08-19-tiles-v3-badlands-deep-lake.png)

## Water, sand, snow

![Wading in the pond](/images/game/land-of-lor/2026-08-19-tiles-v3-badlands-wading.png)

![The desert — sand, dirt and red dirt as one quiet family](/images/game/land-of-lor/2026-08-19-tiles-v3-badlands-desert.png)

![The snow field's corner at the game's own distance](/images/game/land-of-lor/2026-08-19-tiles-v3-badlands-snow-corner.png)

## What changed since yesterday's pictures

- **Grass is one green.** The eight grass flavours are variety in texture, not eight
  different greens — a field reads as a field now, and the visible per-cell repeat of
  deliverable 13 is largely gone at the game's camera distance.
- **The cliff face is painted art**, not a colour mix — every plateau edge, lake rim and
  sunken bank wears it, from one 256-pixel file.
- **The desert calmed down.** Sand, dirt and red dirt are one family of warm neutrals, so
  the sprinkled desert reads as ground with variation instead of camouflage.
- **The stone floors kept their personalities** (gold flagstones, mosaic, red bricks, blue
  tiles…) — they're floors people lay on purpose, and the checkerboard courtyard shows them
  side by side.
- Same harness, same views as deliverable 14 (`LOR_SHOTS_ONLY=ground`, `LOR_SHOTS_LOOK`), so
  the two pages compare shot for shot.