map-blockout

Installation
SKILL.md

🧠 Brains complement: IF an unreal-engine-skills-manager tool (external MCP) exists in this session, call it with {action: "load", skill: "levels-and-world-partition"} for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.

Procedural FPS Map Blockout Skill

Take a VibeUE-generated landscape (heightmap + paint layers) and turn it into a fully validated, AAA-style open-world FPS map blockout — roads, POIs, fields, forests/treelines, railway, bridges — then materialize the plan as real engine geometry. Quality benchmark is Arma / Squad.

The design pipeline is gated: every stage runs ordered pass/fail checks against the authoritative spec at docs/design/map-designer-spec.md. You may not advance until all checks PASS. On failure, fix the offending element and re-run the stage.

Sub-docs available

Skills load via the engine's AgentSkillToolset (ListSkills / GetSkills). To pull a sub-doc, request map-blockout/<section> through GetSkills. The sibling *.md files also sit next to this SKILL.md on disk and can be read directly.

Installs
1
GitHub Stars
782
First Seen
Jun 26, 2026