Shellwork is a new map wearing a familiar name. At its heart sits a walled shell: spike teeth on its corners, a gated door through its north and south walls, two-tile mouths east and west, and the match's two random powerups inside — the mid fight is now a place, not a region. The button inside each half of the shell claims its door for whoever holds it, so a carrier can slam the door on a chaser. Each wing splits into an upper and a lower lane, each flag sits in a pocket with a real doorway to hold, a one-way chute drops attackers just inside each base, and the bouncy back walls still return every overshot chase to play.
Lockup turns each endzone into a vault. The neutral stand sits at the exact centre of a broken ring, and each team's endzone hides behind a three-wide door of gates resting in the owner's colour: the scoring team flows through untouched, while a defender who wants inside holds the button on the approach — flipping the whole door against the carrier — or pays the pop. Scoring rides you home through the vault's return portal. Boulevard walls split the wings into lanes, a one-way shortcut cuts each far corner, and a skylight over each vault keeps the camp honest.
Both layouts are 180°-rotationally symmetric to the tile — generated that way, not eyeballed — so neither side ever gets a shorter route, a closer pad, or a friendlier wall. The engine's side-fairness checks now cover both maps exactly.
The cost, paid once: saved replays recorded before today no longer play back, on any map. Every recording carries the version it was played under, and today's update changes what a recording means too deeply to pretend otherwise. WebM clips you already exported are files of your own and play forever.