Individual skill
map-blockout
Procedurally design an AAA-style open-world FPS map blockout (roads, POIs, fields, forests/treelines, railway/bridges) from a landscape, validate it through gated checks, and materialize it into engine geometry. Use when the user asks to block out or lay out an open-world/FPS map, place roads/POIs/forests/railways procedurally, or turn a blockout plan into splines, paint layers, foliage, and actors.
Content/Skills/map-blockout/SKILL.md
Source commit b0c1bfeac7acc36b37714c5871f1c6af3bd97184
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- Local scripts
- Last checked
- Nov 10, 2026
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- 826
- Repository last updated
- Nov 10, 2026
- License
- MIT
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- ai Repository topic
- gamedev Repository topic
- mcp Repository topic
- mcp-server Repository topic
- ue5 Repository topic
- unreal-engine Repository topic
- vibe-coding Repository topic
- ai-tools Repository topic
- automation Repository topic
- blueprint Repository topic
- design Derived category
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SKILL.mdcore · 7,562 bytesSKILL.mdcore · 7,562 bytesSKILL.mdcore · 7,562 bytesSKILL.mdcore · 7,562 bytesSKILL.mdcore · 7,562 bytesSKILL.mdcore · 7,562 bytesSKILL.mdcore · 7,562 bytesconfig-reference.mddoc · 3,993 bytesmaterialization.mddoc · 6,839 bytesreturn-types.mddoc · 5,698 bytesstage-rules.mddoc · 10,982 bytesworkflows.mddoc · 7,773 bytes
Read excerpt
> 🧠 **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](../../../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.