Generate2dmap
Overview
Build the smallest playable map bundle that satisfies the game. Start by choosing a user-facing map_mode, then map it to the lower-level pipeline axes. Do not treat a map as only one image unless the user explicitly asks for a flat visual background.
map_mode: tile_mode | scene_mode | side_scroll_mode | grid_mode | room_chunk_mode | baked_scene_mode
visual_model: baked_raster | layered_raster | tilemap | layered_tilemap | parallax_layers
runtime_object_model: none | separate_props | platform_objects | y_sorted_props | interactive_scene_objects | foreground_occluders | scene_hooks
collision_model: none | coarse_shapes | precise_shapes | tile_collision | polygon_walkmesh | trigger_zones
engine_target: raw_canvas | Phaser | Tiled_JSON | LDtk | Godot_TileMap | Unity_Tilemap | project-native
Use user-specified parameters when present. When the user does not specify them, infer the lightest playable pipeline from the existing game, camera, collision needs, map scale, and editing needs.
For requests that imply a playable game map, level, stage, room, prototype, or engine scene, do not ship a single baked image as the runtime map unless the user explicitly asks for a flat background only. A baked image may be a background, reference, or preview artifact, but the playable deliverable must expose gameplay geometry and objects as separate layers, props, tile/object data, collision, zones, or engine-native scene nodes.
This skill is for scenes and maps. Do not generate character, enemy, boss, projectile, NPC, player, or animation sprite assets as map deliverables. The map may include scene hooks such as player spawns, actor spawn marker metadata, patrol/encounter zones, arena entrances, gates, exits, and camera triggers, but actor artwork, projectiles, and animations belong in $generate2dsprite.
Read references/map-strategies.md when the pipeline choice is not obvious. Read references/layered-map-contract.md before implementing a layered raster map. Read references/prop-pack-contract.md before batching generated props into a sheet.
Map Modes
Use map_mode as the first decision. It is a product-level preset that chooses the initial pipeline axes and expected deliverables:
tile_mode: editable tile/grid maps for RPGs, monster-taming games, platformers, tactical maps, factory games, and engines/editors that already use tiles. Default axes: tilemap or layered_tilemap + interactive_scene_objects + scene_hooks + tile_collision + trigger_zones.
scene_mode: base map plus separate props for tower defense, survivors-like arenas, cozy demos, top-down adventure scenes, and visual showcase maps. Default axes: layered_raster + separate_props or y_sorted_props + interactive_scene_objects + scene_hooks + precise_shapes + trigger_zones.
side_scroll_mode: parallax side-scroller stages for action platformers, runners, Metroidvania rooms, side-view shooters, and beat-em-up stages. Default axes: parallax_layers + platform_objects + interactive_scene_objects + foreground_occluders + scene_hooks + precise_shapes.
grid_mode: rule-heavy grid scenes for tactical RPGs, factory/automation games, board/card battlers, build grids, and terrain-cost maps. Default axes: layered_tilemap or tilemap + interactive_scene_objects + scene_hooks + tile_collision or grid metadata.
room_chunk_mode: modular rooms/chunks for roguelikes, Metroidvania rooms, dungeon rooms, and procedural level assembly. Default axes: layered_tilemap or parallax_layers or layered_raster + object layers + exits/connection metadata + collision.
baked_scene_mode: fixed battle backgrounds, title/menu screens, boss-room concept art, visual novel scenes, point-and-click backgrounds, or other explicitly flat/non-editable scenes. Default axes: baked_raster + none or coarse_shapes.
When the mode and lower-level axes disagree, the mode's playable/editable contract wins. For example, side_scroll_mode always needs separate collision and platform/object data even if it also produces a beautiful full-width preview image.
Genre Routing
When the user gives a genre instead of a technical map mode, choose the mode conservatively:
- Pokemon-like / monster-taming RPG / top-down RPG town or route ->
tile_mode with optional separate props, encounter zones, exits, NPC spawn markers, and collision.
- Tower defense / Kingdom Rush-like ->
scene_mode with path metadata, build slots, props, collision/blockers, spawn/exit hooks, and optional engine scene scaffold.
- Survivors-like / arena survival ->
scene_mode or tile_mode depending on map scale; keep obstacles sparse, define spawn rings/zones, camera bounds, and collision separately.
- Mega Man-like / side-view action platformer / runner / Metroidvania side room ->
side_scroll_mode.
- Beat-em-up / brawler ->
side_scroll_mode with a walkable belt polygon instead of jump-platform geometry; use parallax/background depth plus props, enemy wave zones, and camera bounds.
- Tactical RPG / strategy grid / factory automation / board-like game ->
grid_mode.
- Roguelike dungeon / modular Metroidvania / procedural room assembly ->
room_chunk_mode.
- Visual novel, title screen, point-and-click, boss arena concept, or non-playable showcase ->
baked_scene_mode unless gameplay/editability is requested.
Image Generation First
This skill is image-generation-first for visual assets. Use built-in image_gen as the default creative art source for base maps, in-world reference mockups, dressed references, stage references, prop sheets, prop sprites, tileset art, parallax layers, battle backgrounds, and other visible map assets.
The agent must write the creative image prompts itself. Do not use scripts to generate creative prompts or to procedurally draw final visual art. Scripts may assemble, slice, chroma-key, crop, validate, compose previews, emit JSON metadata, and wire image-generated assets into engine-native files such as Godot .tscn scenes.
Save every manually written image-generation prompt next to the generated asset as <asset>.prompt.txt or in an explicit manifest field. Do not leave accepted generated assets with empty prompt metadata when the run creates new visual assets.
Only use procedural drawing or scripted placeholder art when the user explicitly asks for placeholders, test fixtures, debug maps, or engine scaffolding without final art. If using an engine target such as Godot_TileMap, generate or reuse the visual tileset art first, then use scripts/code only to build tile layers, collision, zones, and scene wiring.
Visual Reference Handoff
When generating an in-world reference mockup from an existing generated base/background, the prior image must be treated as an active visual reference, not just a file path or loose style hint:
- Save the base/background image first.
- Immediately before the next
image_gen call, make that exact image visible in conversation context. If it is a local file, call view_image on the saved file.
- In the next
image_gen prompt, explicitly say to use the visible image immediately above as the visual reference.
- Describe concrete features from the viewed image that must be preserved, such as camera framing, horizon, road or water shapes, terrain boundaries, entrance/exit direction, major silhouettes, empty pads, and landmark positions.
- Generate an in-world reference mockup, not an annotated diagram. Do not draw circles, arrows, outlines, labels, numbers, UI callouts, text, captions, legends, highlighted boxes, highlighted zones, measurement lines, or explanatory overlays.
- Render proposed visible gameplay objects as natural game-world objects or subtle in-world blockout geometry. Do not draw non-visual metadata such as spawn points, triggers, camera bounds, or patrol hints; write those later as structured scene-hook metadata.
- Keep reference mockups sparse enough to drive final asset production. Unless the user explicitly asks for a dense concept sheet, include at most 9 distinct visible runtime prop/object candidates in the mockup. Repeated instances of the same platform, lamp, crate, hazard, pickup, or gate count as one candidate and can be repeated later in placement metadata.
Do not rely on a path string, filename, or generic wording like "based on the map" as the reference handoff. If the base/background is not visible in context, stop and make it visible before generating the dressed reference or stage reference.
Layer Separation Contract
For any playable or editable layered map, the first generated base/background/foundation image must not bake in objects that the runtime should control separately. This applies across perspectives and styles: top-down RPG maps, monster-taming maps, tactical arenas, tower-defense lanes, side-view platformers, parallax stages, tile/editor workflows, clean HD, pixel-inspired, and retro pixel art.
The base/background/foundation layer may contain only stable non-interactive foundation art:
- top-down or 3/4 maps: ground material, paths, roads, water, cliffs, low terrain markings, floor patterns, and terrain boundaries
- tactical or tower-defense maps: ground, lanes, roads, build pads, lane markings, terrain zones, and non-interactive floor detail
- side-view stages: sky, far/mid scenery, distant buildings, distant terrain silhouettes, atmosphere, and non-colliding depth
- tilemaps: tileset art and tile layers arranged as editable engine data, not a flattened full-scene background
The base/background/foundation layer must not contain runtime-controlled objects unless the user explicitly asked for a single baked image:
- tall props, buildings, trees, rocks, crates, signs, doors, gates, pickups, chests, checkpoints, hazards, traps, turrets, tower objects, ladders, foreground occluders, destructibles, actors, enemies, NPCs, bosses, player characters, UI, labels, or any object that needs collision, interaction, replacement, reuse, y-sorting, animation, engine editing, or independent render order
If a generated base/background already contains those runtime objects, do not use it as the runtime base. Regenerate a cleaner foundation-only base or demote that image to a concept/reference artifact. The next in-world reference mockup is where proposed objects may appear, and the final runtime must still use separate generated props, platform objects, object layers, tile layers, collision, zones, and scene-hook metadata as appropriate.
Parameter Contract
User-facing parameters may be stated in natural language:
map_mode: tile_mode | scene_mode | side_scroll_mode | grid_mode | room_chunk_mode | baked_scene_mode
map_kind: overworld | town | dungeon | shrine | arena | battle_bg | side_scroller | side_view_action | platformer | metroidvania | brawler | tower_defense | survivors_like | tactical | factory | card_board | room_chunk
visual_model: baked raster | layered raster | tilemap | layered tilemap | parallax
size: pixel dimensions, tile dimensions, or camera-relative size
stage_canvas: exact pixel dimensions and aspect ratio for side-scroll/parallax layers, references, and previews
stage_segment_count: number of camera-width chunks for a side-scroll stage
perspective: top-down | 3/4 top-down | side-view | isometric-like
art_style: clean_hd | pixel_inspired | retro_pixel | hand_painted | project-native
visual_asset_source: image_gen | existing_assets | procedural_placeholder
collision_precision: none | coarse | precise | tile | walkmesh
tile_generation: none | terrain_tile_bundle | autotile_set | engine_native_tileset
platform_strategy: platform_rects_with_shared_tiles | platform_strip | tilemap | custom_terrain_chunks
prop_generation: none | one_by_one | prop_pack_2x2 | prop_pack_3x3 | prop_pack_4x4 | platform_strip_1x3 | platform_strip_1x4 | custom_wide_pack
output_format: PNG only | layered preview | manifest JSON | engine-native map data
When unspecified:
- Use
image_gen as the visual asset source.
- Infer
map_mode from genre and editing needs before selecting lower-level axes.
- Use
tile_mode for Pokemon-like, top-down RPG, monster-taming, editor/grid-perfect, or tilemap requests.
- Use
scene_mode for tower defense, survivors-like, cozy/top-down showcase maps, and base-map-plus-props requests.
- Use
side_scroll_mode for side-scrollers, platformers, runners, side-view action, brawlers, Metroidvania side rooms, Mega Man-like, Castlevania-like, Contra-like, and parallax background requests.
- For
side_scroll_mode, choose a canonical stage_canvas before image generation. Use the project camera/viewport aspect when available; otherwise default to a 16:9 side-scroller canvas such as 1536x864. All primary parallax plates, stage references, and previews must preserve this same size/aspect.
- For playable
side_scroll_mode, choose stage_segment_count before image generation. Default to 2 camera-width segments for a normal playable scrolling level. Use 1 only for explicit one-screen rooms, boss arenas, title-like scenes, or fixed battle rooms; use 3 or more only when the user asks for a longer stage or the existing game already has that scope.
- For playable
side_scroll_mode, default platform_strategy to platform_rects_with_shared_tiles: write platform rectangles or engine-native platform objects as the gameplay source of truth, then skin them with a shared generated platform tile/strip library. Do not rely on a generated background or generic prop pack for platform shape.
- Use
grid_mode for tactical RPGs, factory/automation maps, board/card battlers, build grids, and terrain-cost maps.
- Use
room_chunk_mode for modular rooms, roguelike rooms, procedural room assembly, or Metroidvania room-chunk planning.
- Use
baked_scene_mode only for non-playable visual scenes or explicitly flat images.
- Use
baked_raster + coarse_shapes only for battle backgrounds, title/menu scenes, cutscenes, decorative backdrops, non-playable previews, or when the user explicitly asks for a single flat image.
- Use
layered_raster + y_sorted_props + precise_shapes for top-down RPG exploration with tall props, occlusion, interactables, or reusable props; the base must be foundation-only and the props/interactables must remain separate.
- Use
tilemap or layered_tilemap only when the engine/editor already uses tiles or the user asks for editable tiles; do not flatten gameplay objects into one background image.
- Use
parallax_layers + platform_objects + interactive_scene_objects + scene_hooks + precise_shapes for playable side-view scrolling stages, platformers, runners, shooters, and horizontal action scenes; the parallax/background image is scenery-only and is not the runtime map by itself.
- Use square prop packs only when 4 or more compact small/medium static props share one style and fit comfortably inside equal square cells.
- Use one-by-one, platform strips, tile/object layers, or custom wide packs for hero props, buildings, gates, irregular large props, wide/tall props, platforms, terrain chunks, bridges, walls, ladders, long hazards, animated props, or props needing strong identity or collision alignment.
- For side-scroll platformers, treat platforms, floors, ledges, bridges, walls, slopes, ladders, long hazards, doors, gates, checkpoints, and exits as structural stage objects, not decorative props. Compact prop packs are for optional dressing and pickups only.
- Use
clean_hd for generated exploration maps unless the project or user asks for pixel art. This means clean hand-painted top-down 2D RPG game map, HD game asset style, sharp readable terrain shapes, low texture noise, and no chunky pixels.
- Use
pixel_inspired only when the user wants a pixel-adjacent look without retro chunkiness.
- Use
retro_pixel only when the user explicitly asks for 16-bit, retro JRPG, or classic pixel-art maps.
Workflow
Inspect the target game.
- Find camera size, map dimensions, coordinate system, render order, asset loading, collision support, zone data, and existing map formats.
- Preserve the engine's existing style and data contracts.
Choose the pipeline axes.
- Choose
map_mode first. Use the genre routing table when the user describes a game type instead of a technical map format.
- Select
visual_model, runtime_object_model, collision_model, and engine_target.
- If the request is for a playable map, stage, level, room, prototype, or game scene, choose a pipeline with explicit runtime objects. Do not downgrade to
baked_raster unless the user asked for a background-only image.
- If the request implies a playable side-view scrolling/action stage, such as a side-scroller, platformer, runner, shooter, brawler, scrolling combat stage, Megaman-like stage, Castlevania-like stage, or Contra-like stage, lock the map pipeline to
parallax_layers + platform_objects + interactive_scene_objects + scene_hooks + precise_shapes unless the engine already requires a tilemap.
- Select
art_style. Prefer readable gameplay shapes over decorative texture density.
- Select
visual_asset_source. Default to image_gen; use existing_assets only when the project already has suitable art; use procedural_placeholder only when explicitly requested.
- Treat
hybrid as a result of combining axes, not as a primary category.
Produce assets.
- Write the creative prompts manually and use built-in
image_gen for visible map art unless the user explicitly chose existing assets or procedural placeholders.
- For baked raster maps, generate one background with built-in
image_gen, or edit/use an existing image when supplied, then add optional collision/zones metadata.
- For playable or editable layered maps, generate a foundation-only base/background first. The base must not contain runtime-controlled props, interactables, hazards, doors, gates, pickups, actors, or foreground occluders. If it does, regenerate or demote it to a reference artifact.
- For layered raster maps, generate a ground-only/foundation-only base map first. Then perform the visual reference handoff and generate an in-world dressed reference mockup from the visible base before making final props and placements.
- For tilemaps, generate or reuse tileset art first, then follow the engine/editor format for layers, objects, collision, and scene files. Do not script-draw the tileset as the final art source, and do not flatten object layers into a single runtime image.
- For
grid_mode, generate or reuse grid/tileset visual art first, then write cell metadata such as walkable/buildable flags, move cost, terrain effects, resource nodes, and object layers.
- For
room_chunk_mode, define chunk dimensions, exits, connection sockets, collision contract, and spawn/trigger metadata before final art assembly. Chunks must be reusable and validated at their seams.
- For playable side-view scrolling/action stages, define the canonical
stage_canvas, stage_segment_count, stage_length, and platform_strategy before generating art. Do not ask image generation for one ultra-wide full level. Generate per-segment or loopable scenery-only parallax plates first: sky, far_bg, mid_bg, near_bg, and optional foreground_overlay. Every primary parallax layer must use the same pixel dimensions, aspect ratio, camera framing, horizon line, and top-left anchor as the stage_canvas; do not accept mismatched image sizes that require guesswork to stack. Do not treat one full-width background image as a complete side_scroll_mode background stack unless the user explicitly asks for a flat/non-parallax background. These parallax passes must not contain playable foreground platforms, walkable floors, terrain chunks, hazards, pickups, doors, gates, checkpoints, crates, fences, spikes, or other runtime objects. Then perform the visual reference handoff and generate an in-world stage reference mockup that visually places up to 9 distinct intended platform/object candidates before generating final separate scene objects and metadata.
- If a side-view background already contains collidable-looking foreground geometry, walkable floors, or reusable gameplay props, reject it as a runtime background and regenerate a cleaner scenery-only background before continuing.
- Treat the reference mockup as a checkpoint, not a deliverable. Do not stop after generating it. After the relevant
dressed-reference or stage-reference exists, inspect it and continue into the post-reference object production gate.
- Do not present a rerunnable script that creates the whole art pack as the main solution unless the user asked for procedural placeholder art.
Build metadata.
- Store prop placement, player spawns, actor spawn marker metadata, interactable scene objects, blockers, walk bounds, encounter zones, exits, camera bounds, and triggers as structured data.
- For walkable cells or actor lanes with visible dressing, classify prop occlusion as
low, tall, or foreground; record an actor-safe area and an occupant policy such as none, rear_shift, fade, rear_shift_and_fade, or hide. Do not rely on render priority alone to keep actors readable.
- For
grid_mode, store grid dimensions, cell size, tile ids, terrain types, walkable/buildable flags, movement cost, collision, resource nodes, and object/entity slots.
- For
room_chunk_mode, store chunk id, size, entrances/exits, connection sockets, collision, spawn markers, camera bounds, and validation hints for seam alignment.
- For
side_scroll_mode, store stage_canvas, stage_segment_count, stage_length, segment ids, parallax layer source size, display size, anchor, render order, scroll factors, loop/repeat policy, shared platform/object library ids, camera bounds, platform collision, hazards, exits, checkpoints, and actor spawn marker metadata.
- Keep collision independent from pixels unless the target engine explicitly uses tile collision.
Validate and preview.
- Compose a flattened preview for layered maps.
- Validate image sizes, alpha channels, prop pack extraction metadata, JSON parseability, and critical walkability points when collision matters.
- For any playable map with tall props on walkable space, produce or inspect an actor-in-place preview at the real gameplay camera. The actor's head, torso, weapon/action silhouette, selection state, and destination/path cues must remain readable. Slight foot overlap is acceptable; losing the actionable silhouette is not.
- For
side_scroll_mode, reject or normalize mismatched primary parallax layer sizes before runtime integration. The stage reference and QA preview must match stage_canvas exactly. Deterministic resizing/cropping/padding is allowed only as a normalization step on generated art, not as a way to invent missing art.
Terrain Tile Bundles
For a fixed grid, tactical board, card-board arena, or project-native 2.5D tile mesh, prefer tile_generation=terrain_tile_bundle when each cell needs one of several opaque surface textures. Keep tile mesh/collision separate from the generated surface art.
- Generate an atlas with one terrain family per row and 2-4 variants per row. Use a geometry layout guide when exact cells matter.
- Require full-bleed top-down orthographic surfaces with no gutters, labels, borders, perspective, tile thickness, actors, tall props, or UI.
- Use
edge_policy=isolated when visible gaps or individual tile meshes separate cells. Use seamless only when adjacent tiles must visually join.
- Preserve one surface scale, lighting direction, grain density, and palette relationship across every terrain family.
- Extract and validate the atlas with
scripts/extract_terrain_tiles.py. The script writes portable relative paths, per-variant luminance/contrast metrics, variant-difference QC, material hints, and a Godot mesh-top runtime contract.
- Keep animated terrain states such as flame tongues, smoke, frost glints, corruption pulses, and void wisps separate from the opaque surface atlas. Generate them as transparent body/FX sheets with
$generate2dsprite, preserve a fixed ground-contact anchor and shared silhouette envelope, and reference the generated runtime animation contract from the terrain metadata.
- For a 2.5D
Sprite3D status overlay on a horizontal tile mesh, record and validate ground_lift, depth_policy, render_priority, and occupantPolicy. A correct pixel-size/offset contract alone does not prove that the vertical card will survive intersection with the horizontal surface.
- The safe default for a walkable animated status is: render above the tile surface, behind unit sprites, and apply
rear_shift_and_fade while occupied. Do not solve tile clipping by drawing the FX over every actor.
python scripts/extract_terrain_tiles.py \
--input <terrain-atlas.png> \
--output-dir <assets/tilesets/name> \
--rows 2 --cols 3 \
--terrain-row plain=0 --terrain-row forest=1 \
--tile-size 512 --prompt <terrain-atlas.prompt.txt> \
--runtime-world-size 0.94 --surface-y 0.011 \
--strict-qc
Treat a low-contrast or near-duplicate variant failure as an art regeneration signal. Do not invent final terrain texture detail procedurally. Runtime tint, roughness, emission, highlighting, mesh depth, and destruction animation may remain engine-native layers.
Prop Generation Rules
Use $generate2dsprite for reusable transparent props and visible scene objects, but the agent must write the prop prompt itself using the selected map art_style. Do not use a script to generate the creative prompt. For clean_hd maps, explicitly request clean hand-painted HD 2D game assets and explicitly forbid pixel art. For pixel_inspired, request clean modern pixel-art-inspired props without retro chunkiness. For retro_pixel, request 16-bit or retro JRPG pixel art.
Before any prop/object image generation, classify each visible runtime object from the reference mockup:
compact_prop: small/medium, roughly square or vertical, decorative or simple blocker, no exact alignment requirement
wide_or_long_object: expected aspect ratio wider than about 1.6:1, such as platforms, floor pieces, bridges, wall runs, fence rows, long traps, long signs, pipes, rails, ledges, or roads
tall_or_large_object: expected aspect ratio taller than about 1.6:1 or visually dominant, such as large trees, gates, towers, buildings, banners, doors, statues, or boss-room props
collision_bearing_object: must line up with collision, walkable edges, build pads, doors, checkpoints, gates, hazards, or engine editor handles
tileset_or_strip_piece: should repeat seamlessly or assemble from left/middle/right caps, corners, slopes, tops, sides, or tile pieces
Generation strategy is determined by that classification:
- Only
compact_prop objects may use square prop_pack_2x2, prop_pack_3x3, or prop_pack_4x4.
- Do not put
wide_or_long_object, tall_or_large_object, collision_bearing_object, or tileset_or_strip_piece into square prop packs.
- Use
one_by_one for important, large, tall, irregular, identity-sensitive, or collision-aligned objects.
- Use
platform_strip_1x3 or platform_strip_1x4 for repeatable floors/platforms: left cap, middle repeat, right cap, plus optional corner/slope/end variant.
- Use
custom_wide_pack only for several similar wide objects that share one category and can use wide cells such as 768x256, 1024x384, or another explicit non-square cell size.
- Never mix compact decorative props with platforms, terrain chunks, gates, doors, hazards, or other collision-critical objects in the same generated sheet.
- If a square pack fails because a wide/tall object touches an edge, do not retry the same square pack with looser QC. Reclassify that object and regenerate it one-by-one, as a platform strip, as a custom wide pack, or as tile/object-layer art.
Choose the generation shape deliberately:
one_by_one: safest for large, important, animated, or irregular props.
prop_pack_2x2: 4 related compact props, safest square batch size.
prop_pack_3x3: 9 compact small/medium props, good quality/time tradeoff.
prop_pack_4x4: 16 very simple compact small props; fastest but most likely to drift or touch edges.
platform_strip_1x3: repeatable non-actor platform/floor strip with left cap, middle repeat, and right cap.
platform_strip_1x4: repeatable non-actor platform/floor strip with left cap, middle repeat, right cap, and one extra slope/corner/end variant. This is not an animation-frame format and must not be used for characters, enemies, creatures, NPCs, summons, or animated body assets.
custom_wide_pack: several related wide objects using explicit wide cells, not square cells.
Prop packs save image-generation calls and prompt overhead, but reduce per-prop control. Use square prop packs for rocks, shrubs, barrels, small signs, lamps, crates, floor ornaments, plants, and repeated compact environmental props. Do not use square prop packs for buildings, gates, trees with wide canopies, bridges, platforms, floors, walls, ladders, long fences, long hazards, character-like statues, hero objects, or anything that must be pixel-perfect or collision-aligned.
When a compact shrub, grass cluster, rubble pile, or similar prop will share a walkable tile with an actor, classify it separately from blockers. Prefer a low silhouette or a rear-biased cluster that leaves the tile's actor-safe center clear. Tall walkable dressing must ship with an occupant policy; rear_shift_and_fade is the safe default for fixed isometric boards. Preserve the ground texture while fading only the tall decoration.
For layered maps with generated props, prefer this in-world reference mockup pipeline:
- Generate
assets/map/<name>-base.png as ground-only terrain.
- Make the base image visible in conversation context. If the base is a local file, use
view_image immediately before calling built-in image_gen; do not rely on a path string as the reference.
- In the dressed-reference prompt, explicitly say: use the visible base image immediately above as the visual reference, preserve its camera/framing/dimensions/terrain/road/water/boundaries, and generate an in-world dressed reference mockup.
- The dressed reference must show proposed props as natural game-world objects placed on the base. It must not contain circles, arrows, outlines, labels, text, callouts, legends, highlighted boxes, or other annotation graphics.
- The dressed reference should contain at most 9 distinct visible prop/object candidates unless the user explicitly asks for more. Prefer the objects that will become final generated props, collision blockers, interactables, or occluders.
- Generate
assets/map/<name>-dressed-reference.png from the visible base. Treat this as a reference mockup, not the final runtime map.
- Generate one-by-one props or a prop pack based on the dressed reference.
- Place extracted props over the original base and compose a flattened preview.
- Validate that base, dressed reference, and preview dimensions match.
Use scripts/extract_prop_pack.py after generating a solid-magenta prop sheet. If the sheet has antialiased magenta fringe, run the imagegen chroma-key helper with soft matte and despill before extraction, then extract from the alpha-cleaned sheet. Use scripts/compose_layered_preview.py to verify placement over the base map.
Post-Reference Object Production Gate
An in-world reference mockup is never the final deliverable by itself. After generating dressed-reference or stage-reference, continue with:
- Make both images visible in conversation context before any object/prop generation:
- the original
base or background
- the generated
dressed-reference or stage-reference mockup
- If either image is a local file, call
view_image on it immediately before writing object lists or object/prop image prompts. Do not rely on file paths alone.
- Create a concrete object list from the visible reference mockup while cross-checking the original base/background: object id, type, approximate position, approximate size, render layer, collision role, and asset strategy.
- If the reference contains more than 9 distinct visible runtime object candidates, reduce the generated asset list to the 9 most gameplay-relevant candidates first, then represent extra repeats or low-value decorations through placement metadata or a later asset pass.
- Classify every object before generation. Compact decorative props may be batched; wide/long, tall/large, collision-bearing, and tileset/strip objects must use one-by-one, strip, custom wide pack, tile/object-layer, or engine-native strategies.
- For each visible runtime object, choose exactly one asset strategy:
- generate a separate transparent asset with
$generate2dsprite or direct image_gen
- extract it from a generated prop/object pack
- represent it as a tile/object layer if the engine/editor pipeline is tile-based
- For every object/prop image prompt, explicitly state that the visible original base/background and visible reference mockup above are the visual context. The generated asset must match the original map style and correspond to an object visible in the reference mockup.
- Generate or define the final platforms, terrain chunks, props, hazards, pickups, doors, gates, checkpoints, exits, foreground occluders, and other visible scene objects. Do not skip this step just because the reference mockup already contains them visually.
- Write placement metadata such as
data/<name>-props.json, data/<name>-objects.json, engine-native object layers, or tile/object data.
- Write collision, zones, scene hooks, camera bounds, and exits as structured metadata.
- Compose a QA preview from the original base/background plus final runtime objects.
Reference-only output is incomplete for any playable map, layered map with props, side-view stage, engine scene, or request that asks for separate props/editable objects. Only stop at a reference mockup if the user explicitly asks for a reference-only concept image.
For prop packs or object packs generated after a reference mockup, the prompt must be derived from the visible reference mockup and original base/background, not from memory or filenames. It should list the exact objects being generated and preserve the art style, lighting, perspective, and scale cues from the original base/background.
Side-Scroll Stage Segments
Playable side-scroll stages should be planned as camera-width segments, not as one huge generated map image. This keeps image generation readable while allowing the runtime level to be longer than a single picture.
Default contract:
- Use one
stage_canvas for every segment, primary parallax plate, stage reference, stage preview, and normalization target.
- Use
stage_segment_count: 2 by default for a normal playable platformer or action side-scroller. Use 1 only for explicit one-screen rooms, boss arenas, fixed battle rooms, or background-only requests.
- Compute
stage_length from the engine camera width and segment count, or from the existing project coordinate system when available.
- Name segment files predictably, such as
segment-01, segment-02, and keep each segment aligned to the same top-left camera frame.
- Generate either per-segment parallax plates or loopable parallax plates, but record the choice in metadata. Do not mix image sizes or aspect ratios across segments.
- Create one shared platform/object art library for the full stage. Do not generate a fresh unrelated prop pack for every segment unless the user explicitly asks for biome changes.
- Compose a per-segment QA preview and, when practical, a stitched stage overview preview from the same shared object metadata.
For platformer-style side-scroll stages, the runtime geometry must come from explicit platform/object metadata or engine-native nodes:
platforms: rectangles, tile spans, slopes, one-way ledges, moving platform handles, or engine-native platform nodes.
terrain_chunks: optional large reusable solid pieces when rectangles are not enough.
hazards: spikes, lasers, lava strips, pits, saws, traps, and other collision-critical objects.
interactives: doors, gates, terminals, switches, checkpoints, pickups, exits, and destructibles.
scene_hooks: player spawn, actor spawn markers, camera bounds, lock zones, arena triggers, exit links, and checkpoint ids.
The art for structural geometry should skin the metadata, not define it. A good platformer stage can use simple collision rectangles with repeated platform cap/middle sprites, just like a classic tile or strip workflow. This is preferable to asking image generation to produce a complete foreground platform layout in one baked image.
Side-Scroll Shared Platform Library
For side_scroll_mode, generate or select a shared structural platform library before decorative props:
platform_strip_1x3: left cap, seamless middle repeat, right cap.
platform_strip_1x4: left cap, seamless middle repeat, right cap, plus one slope/corner/broken/end variant.
platform_tile_set: square or rectangular tiles for top edge, underside, wall face, corner, and optional slope when the target engine/editor is tile-based.
custom_terrain_chunk: one-by-one or custom wide assets for important unique terrain chunks.
Use the platform library across all stage segments. Platform objects in metadata should reference the shared library by id and declare display width, display height, anchor, repeat policy, collision rectangle, and render layer.
Do not put platform strips, floors, ledges, bridges, ladders, walls, slopes, long spike rows, or terrain chunks into ordinary square prop packs. Square prop packs are for compact decorative props and simple pickups. Structural objects need strips, tiles, custom wide cells, one-by-one assets, or engine-native tile/object layers.
Playable Stage Reference Rules
For playable side-view scrolling/action maps, an in-world stage reference mockup is mandatory before generating final scene objects or scene metadata. This applies across art styles and game styles, including pixel art, clean HD, side-scrollers, platformers, runners, shooters, brawlers, scrolling combat stages, and Megaman-like or Castlevania-like stages:
- Choose and record one
stage_canvas, for example 1536x864 for a default 16:9 HD side-scroller when the project has no explicit camera size. Choose and record stage_segment_count before art generation. All primary parallax layers, stage references, and stage previews must share this exact size unless a layer is explicitly marked as a repeatable strip.
- For normal playable platformer/action stages, default to
stage_segment_count: 2. This means at least two camera-width segments that share one platform/object art library.
- Use
stage_segment_count: 1 only for explicit one-screen rooms, boss arenas, fixed battle rooms, or background-only requests.
- Do not make a longer level by asking for one ultra-wide generated painting. Keep each generated segment at
stage_canvas size and assemble the runtime stage from segments plus object metadata.
- Generate named parallax scenery layers as separate runtime images:
assets/map/<name>-sky.png, assets/map/<name>-far-bg.png, assets/map/<name>-mid-bg.png, assets/map/<name>-near-bg.png, and optional assets/map/<name>-foreground-overlay.png.
- These layers are scenery only, not playable foreground. They may contain sky, clouds, mountains, distant buildings, distant castle walls, silhouettes, atmosphere, and
…(truncated)
1---2name: generate2dmap3description: Generate and revise production-oriented 2D game maps with built-in image generation as the default visual asset source, choosing a visual model, runtime object model, collision model, art direction, and engine/export target. Use when Codex needs to create or integrate RPG maps, monster-taming maps, tactical arenas, battle backgrounds, side-scroller/parallax scenes, tilemaps, layered raster maps, clean HD hand-painted maps, pixel-inspired maps, prop packs, collision zones, walkable areas, or map previews.4---5
6# Generate2dmap
7
8## Overview
9
10Build the smallest playable map bundle that satisfies the game. Start by choosing a user-facing `map_mode`, then map it to the lower-level pipeline axes. Do not treat a map as only one image unless the user explicitly asks for a flat visual background.
11
121. `map_mode`: `tile_mode` | `scene_mode` | `side_scroll_mode` | `grid_mode` | `room_chunk_mode` | `baked_scene_mode`
132. `visual_model`: `baked_raster` | `layered_raster` | `tilemap` | `layered_tilemap` | `parallax_layers`
143. `runtime_object_model`: `none` | `separate_props` | `platform_objects` | `y_sorted_props` | `interactive_scene_objects` | `foreground_occluders` | `scene_hooks`
154. `collision_model`: `none` | `coarse_shapes` | `precise_shapes` | `tile_collision` | `polygon_walkmesh` | `trigger_zones`
165. `engine_target`: `raw_canvas` | `Phaser` | `Tiled_JSON` | `LDtk` | `Godot_TileMap` | `Unity_Tilemap` | project-native
17
18Use user-specified parameters when present. When the user does not specify them, infer the lightest playable pipeline from the existing game, camera, collision needs, map scale, and editing needs.
19
20For requests that imply a playable game map, level, stage, room, prototype, or engine scene, do not ship a single baked image as the runtime map unless the user explicitly asks for a flat background only. A baked image may be a background, reference, or preview artifact, but the playable deliverable must expose gameplay geometry and objects as separate layers, props, tile/object data, collision, zones, or engine-native scene nodes.
21
22This skill is for scenes and maps. Do not generate character, enemy, boss, projectile, NPC, player, or animation sprite assets as map deliverables. The map may include scene hooks such as player spawns, actor spawn marker metadata, patrol/encounter zones, arena entrances, gates, exits, and camera triggers, but actor artwork, projectiles, and animations belong in `$generate2dsprite`.
23
24Read [references/map-strategies.md](references/map-strategies.md) when the pipeline choice is not obvious. Read [references/layered-map-contract.md](references/layered-map-contract.md) before implementing a layered raster map. Read [references/prop-pack-contract.md](references/prop-pack-contract.md) before batching generated props into a sheet.
25
26## Map Modes
27
28Use `map_mode` as the first decision. It is a product-level preset that chooses the initial pipeline axes and expected deliverables:
29
30- `tile_mode`: editable tile/grid maps for RPGs, monster-taming games, platformers, tactical maps, factory games, and engines/editors that already use tiles. Default axes: `tilemap` or `layered_tilemap` + `interactive_scene_objects + scene_hooks` + `tile_collision + trigger_zones`.
31- `scene_mode`: base map plus separate props for tower defense, survivors-like arenas, cozy demos, top-down adventure scenes, and visual showcase maps. Default axes: `layered_raster` + `separate_props` or `y_sorted_props + interactive_scene_objects + scene_hooks` + `precise_shapes + trigger_zones`.
32- `side_scroll_mode`: parallax side-scroller stages for action platformers, runners, Metroidvania rooms, side-view shooters, and beat-em-up stages. Default axes: `parallax_layers` + `platform_objects + interactive_scene_objects + foreground_occluders + scene_hooks` + `precise_shapes`.
33- `grid_mode`: rule-heavy grid scenes for tactical RPGs, factory/automation games, board/card battlers, build grids, and terrain-cost maps. Default axes: `layered_tilemap` or `tilemap` + `interactive_scene_objects + scene_hooks` + `tile_collision` or grid metadata.
34- `room_chunk_mode`: modular rooms/chunks for roguelikes, Metroidvania rooms, dungeon rooms, and procedural level assembly. Default axes: `layered_tilemap` or `parallax_layers` or `layered_raster` + object layers + exits/connection metadata + collision.
35- `baked_scene_mode`: fixed battle backgrounds, title/menu screens, boss-room concept art, visual novel scenes, point-and-click backgrounds, or other explicitly flat/non-editable scenes. Default axes: `baked_raster` + `none` or `coarse_shapes`.
36
37When the mode and lower-level axes disagree, the mode's playable/editable contract wins. For example, `side_scroll_mode` always needs separate collision and platform/object data even if it also produces a beautiful full-width preview image.
38
39## Genre Routing
40
41When the user gives a genre instead of a technical map mode, choose the mode conservatively:
42
43- Pokemon-like / monster-taming RPG / top-down RPG town or route -> `tile_mode` with optional separate props, encounter zones, exits, NPC spawn markers, and collision.
44- Tower defense / Kingdom Rush-like -> `scene_mode` with path metadata, build slots, props, collision/blockers, spawn/exit hooks, and optional engine scene scaffold.
45- Survivors-like / arena survival -> `scene_mode` or `tile_mode` depending on map scale; keep obstacles sparse, define spawn rings/zones, camera bounds, and collision separately.
46- Mega Man-like / side-view action platformer / runner / Metroidvania side room -> `side_scroll_mode`.
47- Beat-em-up / brawler -> `side_scroll_mode` with a walkable belt polygon instead of jump-platform geometry; use parallax/background depth plus props, enemy wave zones, and camera bounds.
48- Tactical RPG / strategy grid / factory automation / board-like game -> `grid_mode`.
49- Roguelike dungeon / modular Metroidvania / procedural room assembly -> `room_chunk_mode`.
50- Visual novel, title screen, point-and-click, boss arena concept, or non-playable showcase -> `baked_scene_mode` unless gameplay/editability is requested.
51
52## Image Generation First
53
54This skill is image-generation-first for visual assets. Use built-in `image_gen` as the default creative art source for base maps, in-world reference mockups, dressed references, stage references, prop sheets, prop sprites, tileset art, parallax layers, battle backgrounds, and other visible map assets.
55
56The agent must write the creative image prompts itself. Do not use scripts to generate creative prompts or to procedurally draw final visual art. Scripts may assemble, slice, chroma-key, crop, validate, compose previews, emit JSON metadata, and wire image-generated assets into engine-native files such as Godot `.tscn` scenes.
57
58Save every manually written image-generation prompt next to the generated asset as `<asset>.prompt.txt` or in an explicit manifest field. Do not leave accepted generated assets with empty prompt metadata when the run creates new visual assets.
59
60Only use procedural drawing or scripted placeholder art when the user explicitly asks for placeholders, test fixtures, debug maps, or engine scaffolding without final art. If using an engine target such as `Godot_TileMap`, generate or reuse the visual tileset art first, then use scripts/code only to build tile layers, collision, zones, and scene wiring.
61
62## Visual Reference Handoff
63
64When generating an in-world reference mockup from an existing generated base/background, the prior image must be treated as an active visual reference, not just a file path or loose style hint:
65
661. Save the base/background image first.
672. Immediately before the next `image_gen` call, make that exact image visible in conversation context. If it is a local file, call `view_image` on the saved file.
683. In the next `image_gen` prompt, explicitly say to use the visible image immediately above as the visual reference.
694. Describe concrete features from the viewed image that must be preserved, such as camera framing, horizon, road or water shapes, terrain boundaries, entrance/exit direction, major silhouettes, empty pads, and landmark positions.
705. Generate an in-world reference mockup, not an annotated diagram. Do not draw circles, arrows, outlines, labels, numbers, UI callouts, text, captions, legends, highlighted boxes, highlighted zones, measurement lines, or explanatory overlays.
716. Render proposed visible gameplay objects as natural game-world objects or subtle in-world blockout geometry. Do not draw non-visual metadata such as spawn points, triggers, camera bounds, or patrol hints; write those later as structured scene-hook metadata.
727. Keep reference mockups sparse enough to drive final asset production. Unless the user explicitly asks for a dense concept sheet, include at most 9 distinct visible runtime prop/object candidates in the mockup. Repeated instances of the same platform, lamp, crate, hazard, pickup, or gate count as one candidate and can be repeated later in placement metadata.
73
74Do not rely on a path string, filename, or generic wording like "based on the map" as the reference handoff. If the base/background is not visible in context, stop and make it visible before generating the dressed reference or stage reference.
75
76## Layer Separation Contract
77
78For any playable or editable layered map, the first generated base/background/foundation image must not bake in objects that the runtime should control separately. This applies across perspectives and styles: top-down RPG maps, monster-taming maps, tactical arenas, tower-defense lanes, side-view platformers, parallax stages, tile/editor workflows, clean HD, pixel-inspired, and retro pixel art.
79
80The base/background/foundation layer may contain only stable non-interactive foundation art:
81
82- top-down or 3/4 maps: ground material, paths, roads, water, cliffs, low terrain markings, floor patterns, and terrain boundaries
83- tactical or tower-defense maps: ground, lanes, roads, build pads, lane markings, terrain zones, and non-interactive floor detail
84- side-view stages: sky, far/mid scenery, distant buildings, distant terrain silhouettes, atmosphere, and non-colliding depth
85- tilemaps: tileset art and tile layers arranged as editable engine data, not a flattened full-scene background
86
87The base/background/foundation layer must not contain runtime-controlled objects unless the user explicitly asked for a single baked image:
88
89- tall props, buildings, trees, rocks, crates, signs, doors, gates, pickups, chests, checkpoints, hazards, traps, turrets, tower objects, ladders, foreground occluders, destructibles, actors, enemies, NPCs, bosses, player characters, UI, labels, or any object that needs collision, interaction, replacement, reuse, y-sorting, animation, engine editing, or independent render order
90
91If a generated base/background already contains those runtime objects, do not use it as the runtime base. Regenerate a cleaner foundation-only base or demote that image to a concept/reference artifact. The next in-world reference mockup is where proposed objects may appear, and the final runtime must still use separate generated props, platform objects, object layers, tile layers, collision, zones, and scene-hook metadata as appropriate.
92
93## Parameter Contract
94
95User-facing parameters may be stated in natural language:
96
97- `map_mode`: tile_mode | scene_mode | side_scroll_mode | grid_mode | room_chunk_mode | baked_scene_mode
98- `map_kind`: overworld | town | dungeon | shrine | arena | battle_bg | side_scroller | side_view_action | platformer | metroidvania | brawler | tower_defense | survivors_like | tactical | factory | card_board | room_chunk
99- `visual_model`: baked raster | layered raster | tilemap | layered tilemap | parallax
100- `size`: pixel dimensions, tile dimensions, or camera-relative size
101- `stage_canvas`: exact pixel dimensions and aspect ratio for side-scroll/parallax layers, references, and previews
102- `stage_segment_count`: number of camera-width chunks for a side-scroll stage
103- `perspective`: top-down | 3/4 top-down | side-view | isometric-like
104- `art_style`: clean_hd | pixel_inspired | retro_pixel | hand_painted | project-native
105- `visual_asset_source`: image_gen | existing_assets | procedural_placeholder
106- `collision_precision`: none | coarse | precise | tile | walkmesh
107- `tile_generation`: none | terrain_tile_bundle | autotile_set | engine_native_tileset
108- `platform_strategy`: platform_rects_with_shared_tiles | platform_strip | tilemap | custom_terrain_chunks
109- `prop_generation`: none | one_by_one | prop_pack_2x2 | prop_pack_3x3 | prop_pack_4x4 | platform_strip_1x3 | platform_strip_1x4 | custom_wide_pack
110- `output_format`: PNG only | layered preview | manifest JSON | engine-native map data
111
112When unspecified:
113
114- Use `image_gen` as the visual asset source.
115- Infer `map_mode` from genre and editing needs before selecting lower-level axes.
116- Use `tile_mode` for Pokemon-like, top-down RPG, monster-taming, editor/grid-perfect, or tilemap requests.
117- Use `scene_mode` for tower defense, survivors-like, cozy/top-down showcase maps, and base-map-plus-props requests.
118- Use `side_scroll_mode` for side-scrollers, platformers, runners, side-view action, brawlers, Metroidvania side rooms, Mega Man-like, Castlevania-like, Contra-like, and parallax background requests.
119- For `side_scroll_mode`, choose a canonical `stage_canvas` before image generation. Use the project camera/viewport aspect when available; otherwise default to a 16:9 side-scroller canvas such as `1536x864`. All primary parallax plates, stage references, and previews must preserve this same size/aspect.
120- For playable `side_scroll_mode`, choose `stage_segment_count` before image generation. Default to 2 camera-width segments for a normal playable scrolling level. Use 1 only for explicit one-screen rooms, boss arenas, title-like scenes, or fixed battle rooms; use 3 or more only when the user asks for a longer stage or the existing game already has that scope.
121- For playable `side_scroll_mode`, default `platform_strategy` to `platform_rects_with_shared_tiles`: write platform rectangles or engine-native platform objects as the gameplay source of truth, then skin them with a shared generated platform tile/strip library. Do not rely on a generated background or generic prop pack for platform shape.
122- Use `grid_mode` for tactical RPGs, factory/automation maps, board/card battlers, build grids, and terrain-cost maps.
123- Use `room_chunk_mode` for modular rooms, roguelike rooms, procedural room assembly, or Metroidvania room-chunk planning.
124- Use `baked_scene_mode` only for non-playable visual scenes or explicitly flat images.
125- Use `baked_raster + coarse_shapes` only for battle backgrounds, title/menu scenes, cutscenes, decorative backdrops, non-playable previews, or when the user explicitly asks for a single flat image.
126- Use `layered_raster + y_sorted_props + precise_shapes` for top-down RPG exploration with tall props, occlusion, interactables, or reusable props; the base must be foundation-only and the props/interactables must remain separate.
127- Use `tilemap` or `layered_tilemap` only when the engine/editor already uses tiles or the user asks for editable tiles; do not flatten gameplay objects into one background image.
128- Use `parallax_layers + platform_objects + interactive_scene_objects + scene_hooks + precise_shapes` for playable side-view scrolling stages, platformers, runners, shooters, and horizontal action scenes; the parallax/background image is scenery-only and is not the runtime map by itself.
129- Use square prop packs only when 4 or more compact small/medium static props share one style and fit comfortably inside equal square cells.
130- Use one-by-one, platform strips, tile/object layers, or custom wide packs for hero props, buildings, gates, irregular large props, wide/tall props, platforms, terrain chunks, bridges, walls, ladders, long hazards, animated props, or props needing strong identity or collision alignment.
131- For side-scroll platformers, treat platforms, floors, ledges, bridges, walls, slopes, ladders, long hazards, doors, gates, checkpoints, and exits as structural stage objects, not decorative props. Compact prop packs are for optional dressing and pickups only.
132- Use `clean_hd` for generated exploration maps unless the project or user asks for pixel art. This means clean hand-painted top-down 2D RPG game map, HD game asset style, sharp readable terrain shapes, low texture noise, and no chunky pixels.
133- Use `pixel_inspired` only when the user wants a pixel-adjacent look without retro chunkiness.
134- Use `retro_pixel` only when the user explicitly asks for 16-bit, retro JRPG, or classic pixel-art maps.
135
136## Workflow
137
1381. Inspect the target game.
139 - Find camera size, map dimensions, coordinate system, render order, asset loading, collision support, zone data, and existing map formats.
140 - Preserve the engine's existing style and data contracts.
141
1422. Choose the pipeline axes.
143 - Choose `map_mode` first. Use the genre routing table when the user describes a game type instead of a technical map format.
144 - Select `visual_model`, `runtime_object_model`, `collision_model`, and `engine_target`.
145 - If the request is for a playable map, stage, level, room, prototype, or game scene, choose a pipeline with explicit runtime objects. Do not downgrade to `baked_raster` unless the user asked for a background-only image.
146 - If the request implies a playable side-view scrolling/action stage, such as a side-scroller, platformer, runner, shooter, brawler, scrolling combat stage, Megaman-like stage, Castlevania-like stage, or Contra-like stage, lock the map pipeline to `parallax_layers + platform_objects + interactive_scene_objects + scene_hooks + precise_shapes` unless the engine already requires a tilemap.
147 - Select `art_style`. Prefer readable gameplay shapes over decorative texture density.
148 - Select `visual_asset_source`. Default to `image_gen`; use `existing_assets` only when the project already has suitable art; use `procedural_placeholder` only when explicitly requested.
149 - Treat `hybrid` as a result of combining axes, not as a primary category.
150
1513. Produce assets.
152 - Write the creative prompts manually and use built-in `image_gen` for visible map art unless the user explicitly chose existing assets or procedural placeholders.
153 - For baked raster maps, generate one background with built-in `image_gen`, or edit/use an existing image when supplied, then add optional collision/zones metadata.
154 - For playable or editable layered maps, generate a foundation-only base/background first. The base must not contain runtime-controlled props, interactables, hazards, doors, gates, pickups, actors, or foreground occluders. If it does, regenerate or demote it to a reference artifact.
155 - For layered raster maps, generate a ground-only/foundation-only base map first. Then perform the visual reference handoff and generate an in-world dressed reference mockup from the visible base before making final props and placements.
156 - For tilemaps, generate or reuse tileset art first, then follow the engine/editor format for layers, objects, collision, and scene files. Do not script-draw the tileset as the final art source, and do not flatten object layers into a single runtime image.
157 - For `grid_mode`, generate or reuse grid/tileset visual art first, then write cell metadata such as walkable/buildable flags, move cost, terrain effects, resource nodes, and object layers.
158 - For `room_chunk_mode`, define chunk dimensions, exits, connection sockets, collision contract, and spawn/trigger metadata before final art assembly. Chunks must be reusable and validated at their seams.
159 - For playable side-view scrolling/action stages, define the canonical `stage_canvas`, `stage_segment_count`, `stage_length`, and `platform_strategy` before generating art. Do not ask image generation for one ultra-wide full level. Generate per-segment or loopable scenery-only parallax plates first: `sky`, `far_bg`, `mid_bg`, `near_bg`, and optional `foreground_overlay`. Every primary parallax layer must use the same pixel dimensions, aspect ratio, camera framing, horizon line, and top-left anchor as the `stage_canvas`; do not accept mismatched image sizes that require guesswork to stack. Do not treat one full-width background image as a complete `side_scroll_mode` background stack unless the user explicitly asks for a flat/non-parallax background. These parallax passes must not contain playable foreground platforms, walkable floors, terrain chunks, hazards, pickups, doors, gates, checkpoints, crates, fences, spikes, or other runtime objects. Then perform the visual reference handoff and generate an in-world stage reference mockup that visually places up to 9 distinct intended platform/object candidates before generating final separate scene objects and metadata.
160 - If a side-view background already contains collidable-looking foreground geometry, walkable floors, or reusable gameplay props, reject it as a runtime background and regenerate a cleaner scenery-only background before continuing.
161 - Treat the reference mockup as a checkpoint, not a deliverable. Do not stop after generating it. After the relevant `dressed-reference` or `stage-reference` exists, inspect it and continue into the post-reference object production gate.
162 - Do not present a rerunnable script that creates the whole art pack as the main solution unless the user asked for procedural placeholder art.
163
1644. Build metadata.
165 - Store prop placement, player spawns, actor spawn marker metadata, interactable scene objects, blockers, walk bounds, encounter zones, exits, camera bounds, and triggers as structured data.
166 - For walkable cells or actor lanes with visible dressing, classify prop occlusion as `low`, `tall`, or `foreground`; record an actor-safe area and an occupant policy such as `none`, `rear_shift`, `fade`, `rear_shift_and_fade`, or `hide`. Do not rely on render priority alone to keep actors readable.
167 - For `grid_mode`, store grid dimensions, cell size, tile ids, terrain types, walkable/buildable flags, movement cost, collision, resource nodes, and object/entity slots.
168 - For `room_chunk_mode`, store chunk id, size, entrances/exits, connection sockets, collision, spawn markers, camera bounds, and validation hints for seam alignment.
169 - For `side_scroll_mode`, store `stage_canvas`, `stage_segment_count`, `stage_length`, segment ids, parallax layer source size, display size, anchor, render order, scroll factors, loop/repeat policy, shared platform/object library ids, camera bounds, platform collision, hazards, exits, checkpoints, and actor spawn marker metadata.
170 - Keep collision independent from pixels unless the target engine explicitly uses tile collision.
171
1725. Validate and preview.
173 - Compose a flattened preview for layered maps.
174 - Validate image sizes, alpha channels, prop pack extraction metadata, JSON parseability, and critical walkability points when collision matters.
175 - For any playable map with tall props on walkable space, produce or inspect an actor-in-place preview at the real gameplay camera. The actor's head, torso, weapon/action silhouette, selection state, and destination/path cues must remain readable. Slight foot overlap is acceptable; losing the actionable silhouette is not.
176 - For `side_scroll_mode`, reject or normalize mismatched primary parallax layer sizes before runtime integration. The stage reference and QA preview must match `stage_canvas` exactly. Deterministic resizing/cropping/padding is allowed only as a normalization step on generated art, not as a way to invent missing art.
177
178## Terrain Tile Bundles
179
180For a fixed grid, tactical board, card-board arena, or project-native 2.5D tile mesh, prefer `tile_generation=terrain_tile_bundle` when each cell needs one of several opaque surface textures. Keep tile mesh/collision separate from the generated surface art.
181
182- Generate an atlas with one terrain family per row and 2-4 variants per row. Use a geometry layout guide when exact cells matter.
183- Require full-bleed top-down orthographic surfaces with no gutters, labels, borders, perspective, tile thickness, actors, tall props, or UI.
184- Use `edge_policy=isolated` when visible gaps or individual tile meshes separate cells. Use `seamless` only when adjacent tiles must visually join.
185- Preserve one surface scale, lighting direction, grain density, and palette relationship across every terrain family.
186- Extract and validate the atlas with `scripts/extract_terrain_tiles.py`. The script writes portable relative paths, per-variant luminance/contrast metrics, variant-difference QC, material hints, and a Godot mesh-top runtime contract.
187- Keep animated terrain states such as flame tongues, smoke, frost glints, corruption pulses, and void wisps separate from the opaque surface atlas. Generate them as transparent body/FX sheets with `$generate2dsprite`, preserve a fixed ground-contact anchor and shared silhouette envelope, and reference the generated runtime animation contract from the terrain metadata.
188- For a 2.5D `Sprite3D` status overlay on a horizontal tile mesh, record and validate `ground_lift`, `depth_policy`, `render_priority`, and `occupantPolicy`. A correct pixel-size/offset contract alone does not prove that the vertical card will survive intersection with the horizontal surface.
189- The safe default for a walkable animated status is: render above the tile surface, behind unit sprites, and apply `rear_shift_and_fade` while occupied. Do not solve tile clipping by drawing the FX over every actor.
190
191```bash
192python scripts/extract_terrain_tiles.py \
193 --input <terrain-atlas.png> \
194 --output-dir <assets/tilesets/name> \
195 --rows 2 --cols 3 \
196 --terrain-row plain=0 --terrain-row forest=1 \
197 --tile-size 512 --prompt <terrain-atlas.prompt.txt> \
198 --runtime-world-size 0.94 --surface-y 0.011 \
199 --strict-qc
200```
201
202Treat a low-contrast or near-duplicate variant failure as an art regeneration signal. Do not invent final terrain texture detail procedurally. Runtime tint, roughness, emission, highlighting, mesh depth, and destruction animation may remain engine-native layers.
203
204## Prop Generation Rules
205
206Use `$generate2dsprite` for reusable transparent props and visible scene objects, but the agent must write the prop prompt itself using the selected map `art_style`. Do not use a script to generate the creative prompt. For `clean_hd` maps, explicitly request clean hand-painted HD 2D game assets and explicitly forbid pixel art. For `pixel_inspired`, request clean modern pixel-art-inspired props without retro chunkiness. For `retro_pixel`, request 16-bit or retro JRPG pixel art.
207
208Before any prop/object image generation, classify each visible runtime object from the reference mockup:
209
210- `compact_prop`: small/medium, roughly square or vertical, decorative or simple blocker, no exact alignment requirement
211- `wide_or_long_object`: expected aspect ratio wider than about `1.6:1`, such as platforms, floor pieces, bridges, wall runs, fence rows, long traps, long signs, pipes, rails, ledges, or roads
212- `tall_or_large_object`: expected aspect ratio taller than about `1.6:1` or visually dominant, such as large trees, gates, towers, buildings, banners, doors, statues, or boss-room props
213- `collision_bearing_object`: must line up with collision, walkable edges, build pads, doors, checkpoints, gates, hazards, or engine editor handles
214- `tileset_or_strip_piece`: should repeat seamlessly or assemble from left/middle/right caps, corners, slopes, tops, sides, or tile pieces
215
216Generation strategy is determined by that classification:
217
218- Only `compact_prop` objects may use square `prop_pack_2x2`, `prop_pack_3x3`, or `prop_pack_4x4`.
219- Do not put `wide_or_long_object`, `tall_or_large_object`, `collision_bearing_object`, or `tileset_or_strip_piece` into square prop packs.
220- Use `one_by_one` for important, large, tall, irregular, identity-sensitive, or collision-aligned objects.
221- Use `platform_strip_1x3` or `platform_strip_1x4` for repeatable floors/platforms: left cap, middle repeat, right cap, plus optional corner/slope/end variant.
222- Use `custom_wide_pack` only for several similar wide objects that share one category and can use wide cells such as `768x256`, `1024x384`, or another explicit non-square cell size.
223- Never mix compact decorative props with platforms, terrain chunks, gates, doors, hazards, or other collision-critical objects in the same generated sheet.
224- If a square pack fails because a wide/tall object touches an edge, do not retry the same square pack with looser QC. Reclassify that object and regenerate it one-by-one, as a platform strip, as a custom wide pack, or as tile/object-layer art.
225
226Choose the generation shape deliberately:
227
228- `one_by_one`: safest for large, important, animated, or irregular props.
229- `prop_pack_2x2`: 4 related compact props, safest square batch size.
230- `prop_pack_3x3`: 9 compact small/medium props, good quality/time tradeoff.
231- `prop_pack_4x4`: 16 very simple compact small props; fastest but most likely to drift or touch edges.
232- `platform_strip_1x3`: repeatable non-actor platform/floor strip with left cap, middle repeat, and right cap.
233- `platform_strip_1x4`: repeatable non-actor platform/floor strip with left cap, middle repeat, right cap, and one extra slope/corner/end variant. This is not an animation-frame format and must not be used for characters, enemies, creatures, NPCs, summons, or animated body assets.
234- `custom_wide_pack`: several related wide objects using explicit wide cells, not square cells.
235
236Prop packs save image-generation calls and prompt overhead, but reduce per-prop control. Use square prop packs for rocks, shrubs, barrels, small signs, lamps, crates, floor ornaments, plants, and repeated compact environmental props. Do not use square prop packs for buildings, gates, trees with wide canopies, bridges, platforms, floors, walls, ladders, long fences, long hazards, character-like statues, hero objects, or anything that must be pixel-perfect or collision-aligned.
237
238When a compact shrub, grass cluster, rubble pile, or similar prop will share a walkable tile with an actor, classify it separately from blockers. Prefer a low silhouette or a rear-biased cluster that leaves the tile's actor-safe center clear. Tall walkable dressing must ship with an occupant policy; `rear_shift_and_fade` is the safe default for fixed isometric boards. Preserve the ground texture while fading only the tall decoration.
239
240For layered maps with generated props, prefer this in-world reference mockup pipeline:
241
2421. Generate `assets/map/<name>-base.png` as ground-only terrain.
2432. Make the base image visible in conversation context. If the base is a local file, use `view_image` immediately before calling built-in `image_gen`; do not rely on a path string as the reference.
2443. In the dressed-reference prompt, explicitly say: use the visible base image immediately above as the visual reference, preserve its camera/framing/dimensions/terrain/road/water/boundaries, and generate an in-world dressed reference mockup.
2454. The dressed reference must show proposed props as natural game-world objects placed on the base. It must not contain circles, arrows, outlines, labels, text, callouts, legends, highlighted boxes, or other annotation graphics.
2465. The dressed reference should contain at most 9 distinct visible prop/object candidates unless the user explicitly asks for more. Prefer the objects that will become final generated props, collision blockers, interactables, or occluders.
2476. Generate `assets/map/<name>-dressed-reference.png` from the visible base. Treat this as a reference mockup, not the final runtime map.
2487. Generate one-by-one props or a prop pack based on the dressed reference.
2498. Place extracted props over the original base and compose a flattened preview.
2509. Validate that base, dressed reference, and preview dimensions match.
251
252Use `scripts/extract_prop_pack.py` after generating a solid-magenta prop sheet. If the sheet has antialiased magenta fringe, run the imagegen chroma-key helper with soft matte and despill before extraction, then extract from the alpha-cleaned sheet. Use `scripts/compose_layered_preview.py` to verify placement over the base map.
253
254## Post-Reference Object Production Gate
255
256An in-world reference mockup is never the final deliverable by itself. After generating `dressed-reference` or `stage-reference`, continue with:
257
2581. Make both images visible in conversation context before any object/prop generation:
259 - the original `base` or `background`
260 - the generated `dressed-reference` or `stage-reference` mockup
2612. If either image is a local file, call `view_image` on it immediately before writing object lists or object/prop image prompts. Do not rely on file paths alone.
2623. Create a concrete object list from the visible reference mockup while cross-checking the original base/background: object id, type, approximate position, approximate size, render layer, collision role, and asset strategy.
263 - If the reference contains more than 9 distinct visible runtime object candidates, reduce the generated asset list to the 9 most gameplay-relevant candidates first, then represent extra repeats or low-value decorations through placement metadata or a later asset pass.
264 - Classify every object before generation. Compact decorative props may be batched; wide/long, tall/large, collision-bearing, and tileset/strip objects must use one-by-one, strip, custom wide pack, tile/object-layer, or engine-native strategies.
2654. For each visible runtime object, choose exactly one asset strategy:
266 - generate a separate transparent asset with `$generate2dsprite` or direct `image_gen`
267 - extract it from a generated prop/object pack
268 - represent it as a tile/object layer if the engine/editor pipeline is tile-based
2695. For every object/prop image prompt, explicitly state that the visible original base/background and visible reference mockup above are the visual context. The generated asset must match the original map style and correspond to an object visible in the reference mockup.
2706. Generate or define the final platforms, terrain chunks, props, hazards, pickups, doors, gates, checkpoints, exits, foreground occluders, and other visible scene objects. Do not skip this step just because the reference mockup already contains them visually.
2717. Write placement metadata such as `data/<name>-props.json`, `data/<name>-objects.json`, engine-native object layers, or tile/object data.
2728. Write collision, zones, scene hooks, camera bounds, and exits as structured metadata.
2739. Compose a QA preview from the original base/background plus final runtime objects.
274
275Reference-only output is incomplete for any playable map, layered map with props, side-view stage, engine scene, or request that asks for separate props/editable objects. Only stop at a reference mockup if the user explicitly asks for a reference-only concept image.
276
277For prop packs or object packs generated after a reference mockup, the prompt must be derived from the visible reference mockup and original base/background, not from memory or filenames. It should list the exact objects being generated and preserve the art style, lighting, perspective, and scale cues from the original base/background.
278
279## Side-Scroll Stage Segments
280
281Playable side-scroll stages should be planned as camera-width segments, not as one huge generated map image. This keeps image generation readable while allowing the runtime level to be longer than a single picture.
282
283Default contract:
284
285- Use one `stage_canvas` for every segment, primary parallax plate, stage reference, stage preview, and normalization target.
286- Use `stage_segment_count: 2` by default for a normal playable platformer or action side-scroller. Use `1` only for explicit one-screen rooms, boss arenas, fixed battle rooms, or background-only requests.
287- Compute `stage_length` from the engine camera width and segment count, or from the existing project coordinate system when available.
288- Name segment files predictably, such as `segment-01`, `segment-02`, and keep each segment aligned to the same top-left camera frame.
289- Generate either per-segment parallax plates or loopable parallax plates, but record the choice in metadata. Do not mix image sizes or aspect ratios across segments.
290- Create one shared platform/object art library for the full stage. Do not generate a fresh unrelated prop pack for every segment unless the user explicitly asks for biome changes.
291- Compose a per-segment QA preview and, when practical, a stitched stage overview preview from the same shared object metadata.
292
293For platformer-style side-scroll stages, the runtime geometry must come from explicit platform/object metadata or engine-native nodes:
294
295- `platforms`: rectangles, tile spans, slopes, one-way ledges, moving platform handles, or engine-native platform nodes.
296- `terrain_chunks`: optional large reusable solid pieces when rectangles are not enough.
297- `hazards`: spikes, lasers, lava strips, pits, saws, traps, and other collision-critical objects.
298- `interactives`: doors, gates, terminals, switches, checkpoints, pickups, exits, and destructibles.
299- `scene_hooks`: player spawn, actor spawn markers, camera bounds, lock zones, arena triggers, exit links, and checkpoint ids.
300
301The art for structural geometry should skin the metadata, not define it. A good platformer stage can use simple collision rectangles with repeated platform cap/middle sprites, just like a classic tile or strip workflow. This is preferable to asking image generation to produce a complete foreground platform layout in one baked image.
302
303## Side-Scroll Shared Platform Library
304
305For `side_scroll_mode`, generate or select a shared structural platform library before decorative props:
306
307- `platform_strip_1x3`: left cap, seamless middle repeat, right cap.
308- `platform_strip_1x4`: left cap, seamless middle repeat, right cap, plus one slope/corner/broken/end variant.
309- `platform_tile_set`: square or rectangular tiles for top edge, underside, wall face, corner, and optional slope when the target engine/editor is tile-based.
310- `custom_terrain_chunk`: one-by-one or custom wide assets for important unique terrain chunks.
311
312Use the platform library across all stage segments. Platform objects in metadata should reference the shared library by id and declare display width, display height, anchor, repeat policy, collision rectangle, and render layer.
313
314Do not put platform strips, floors, ledges, bridges, ladders, walls, slopes, long spike rows, or terrain chunks into ordinary square prop packs. Square prop packs are for compact decorative props and simple pickups. Structural objects need strips, tiles, custom wide cells, one-by-one assets, or engine-native tile/object layers.
315
316## Playable Stage Reference Rules
317
318For playable side-view scrolling/action maps, an in-world stage reference mockup is mandatory before generating final scene objects or scene metadata. This applies across art styles and game styles, including pixel art, clean HD, side-scrollers, platformers, runners, shooters, brawlers, scrolling combat stages, and Megaman-like or Castlevania-like stages:
319
3200. Choose and record one `stage_canvas`, for example `1536x864` for a default 16:9 HD side-scroller when the project has no explicit camera size. Choose and record `stage_segment_count` before art generation. All primary parallax layers, stage references, and stage previews must share this exact size unless a layer is explicitly marked as a repeatable strip.
321 - For normal playable platformer/action stages, default to `stage_segment_count: 2`. This means at least two camera-width segments that share one platform/object art library.
322 - Use `stage_segment_count: 1` only for explicit one-screen rooms, boss arenas, fixed battle rooms, or background-only requests.
323 - Do not make a longer level by asking for one ultra-wide generated painting. Keep each generated segment at `stage_canvas` size and assemble the runtime stage from segments plus object metadata.
3241. Generate named parallax scenery layers as separate runtime images: `assets/map/<name>-sky.png`, `assets/map/<name>-far-bg.png`, `assets/map/<name>-mid-bg.png`, `assets/map/<name>-near-bg.png`, and optional `assets/map/<name>-foreground-overlay.png`.
325- These layers are scenery only, not playable foreground. They may contain sky, clouds, mountains, distant buildings, distant castle walls, silhouettes, atmosphere, and
326
327…(truncated)