The maps of Mycelium
Mycelium has eight map styles. Every layout is generated from a seed, so no two matches look the same, but each style has its own character. The pictures below show one layout of each (Medium size), with the starting colonies as colored dots.
In the pictures, dark brown is free soil, grey is rock, violet patches are nutrient soil, short brown bars are rotting logs, pale amber lines are roots and dark blue is water.
Caverns

The classic. Long rock ridges wind across the map with narrow gaps between them. Gaps become chokepoints: easy to defend, and perfect places to cut a careless enemy. A good all-round map to learn on.
Chambers

Open caves linked by tight tunnels, with solid rock everywhere else. Each room is a small territory to claim; each tunnel is a supply line. Whoever holds the tunnels holds the map, and a cut tunnel can strand a whole room.
The Rift

A great wall splits the map in two, crossed by only a few passes. Each side grows in peace for a while, then the fight is all about the passes. Holding more of them than your rivals lets you choose when to cross.
Labyrinth

A maze of thin walls. Territory grows in long corridors, so supply lines are long and full of weak points. Cuts happen constantly here: protect your corridors and punish anyone who stretches too far.
Open Soil

Almost no rock: a pure race for territory. There are no chokepoints to hide behind, so income, timing and well-placed counter-attacks decide everything.
Root Highways

Old roots cross the map from edge to edge. Free soil on a root costs a third of the usual price, and growth runs along it about three times faster, so roots let you grab land far from home. But every root is a long, thin supply line: fast to build, easy to cut.
Heartwood

A rich core full of nutrient soil, walled in by a ring of rock with four gates (north, east, south and west). The rest of the map is poor. Nobody may start inside the core: you have to fight your way in, and the gates are where everyone meets.
Archipelago

Islands in dark water, with only a few thin land bridges. Nothing grows on water: to reach another island you send a spore burst across, then grow its colony to 120 cells so it takes root and becomes a permanent second heart. Kill an enemy's island colony by taking its rooted heart.
Map sizes
| Size | Cells | Spore and toxin range |
|---|---|---|
| Small | 150 × 90 | 18 cells |
| Medium | 200 × 120 | 24 cells |
| Large | 300 × 180 | 36 cells |
| Huge | 400 × 240 | 48 cells |
Small maps make short, aggressive matches. Huge maps with eight colonies make long wars with dramatic cuts. Quick play picks a random style and size (Small to Large) for every public match.
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