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fornite building quickref v1 00 .pdf


Original filename: fornite_building_quickref_v1-00.pdf
Title: building_quickref_v1-00

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ForTNITE BUILDING QUICK REF

v1.0

by Abyssalheaven | Patch V.1.9 | 01

Walls
Walls are deceptively complex, as they offer the largest number of building variations by adding or removing squares
on a 3x3 grid. However, many variations are not considered as viable in Battle Royale, due to their lack of cover, but
may be helpful in some situations.
L R

further variations can be made by shifting
removed blocks left or right by one column

additional variation can be made by
creating the mirror image of the pattern

L R

Full Wall [Default]

Triangle Wall

Door Wall

Half Arch

L R

Window Wall

Full Arch

2/3 Wall

Combo Wall

1/3 Wall

Pillar Wall

Floors
Floors are probably the most simple of the four building blocks, offering only five unique variations which are rather
tame. However, they can double as roofs, and are quite useful in a variety of situations. Floors are edited by adding or
removing squares from a 2x2 grid, in a similar fashion to Walls.

Full Floor [Default]

Corner Floor

Half Floor

Corner Balcony

Note: For the sake of simplicity, banisters are not shown in the diagrams above.

Bridge

ForTNITE BUILDING QUICK REF

v1.0

by Abyssalheaven | Patch V.1.9 | 02

Roofs
Roofs generate some of the most interesting building gemoetries in the game, and are useful in a variety of situations.
Roofs are edited by raising and lowering squares on a 2x2 grid. The four corners of the resulting variation correspond
to whether or not the associated corner tile was raised or lowered, resulting in 5 unique* variations. Raised squares
are colored gray in the diagrams below.

Pyramid [Default]

1/4 Pyramid

Tent

Inverted 1/4 Pyramid

Ramp

* Technically, the Ramp variation isn’t unique among all building gemoetries, but it is unique among roofs.

RAMPS
Ramps are edited significantly different than Walls, Floors and Roofs. They utilize the eight perimeter squares of a 3x3
grid, and are modified by changing the length of path around the perimeter by dragging from one corner to another.
Depending on the shape of the path you draw, you get one of four unique variations. The direction you draw around
the perimeter will correspond to the vertical upwards path provided by the ramp.

Full Ramp [Default]

“U” Ramp

“L” Ramp

Note: For the sake of simplicity, banisters are not shown in the diagrams above.

Half Ramp


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