Agent skill

Map Blockout

by kevinpbuckley in kevinpbuckley/VibeUE

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…

MITAuto-check passedGame Development

Install Map Blockout

skills CLI
$ npx skills add kevinpbuckley/VibeUE --skill map-blockout -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install kevinpbuckley/VibeUE map-blockout --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .claude/skills && cp -r skills-src/Content/Skills/map-blockout .claude/skills/map-blockout && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
map-blockout
GitHub stars
726
Token cost
~1.9k tokens
SKILL.md length
616 words
Files
6
Skills in repo
39
Repo updated
First seen
Licence
MIT

At a glance

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…

  • Works in 2 steps: unreal.MapBlockoutService.export_landcove… → Pass the result + config to…
  • The user asks to block out
  • SKILL.md covers Sub-docs available, Critical Rules, Two-Phase Workflow and Status, plus 1 more section
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Map Blockout is an agent skill from kevinpbuckley/VibeUE. 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.

Its SKILL.md is about 1.9k tokens, which your agent loads only when the skill is triggered. The skill folder holds 5 other files (for example `config-reference.md`, `materialization.md` and `return-types.md`).

It sits in Game Development. The repository describes itself as: Unreal Engine Vibe Coding tool. The licence is MIT.

When your agent uses it

  • The user asks to block out
  • Lay out an open-world/FPS map
  • Place roads/POIs/forests/railways procedurally
  • Turn a blockout plan into splines

Example prompts

  • “/map-blockout”

Requirements

  • Python 3

Workflow steps

2 steps, taken from the first numbered list in SKILL.md.

  1. unreal.MapBlockoutService.export_landcover_grid(landscape_label, grid_n=120)
  2. Pass the result + config to run_full_pipeline

What it can do on your machine

Read from SKILL.md and the folder at commit dc051be. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are python).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Map Blockout loads about 1.9k tokens when it runs. Until then it costs about 104 tokens; SKILL.md has 616 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~104
When it runs · the whole SKILL.md, loaded when a task matches
~1.9k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from kevinpbuckley/VibeUE at commit dc051be, republished under its MIT licence (© kevinpbuckley). 616 words, ~1,882 tokens.

Download SKILL.mdSave it as .claude/skills/map-blockout/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.
name
map-blockout
description
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.
display_name
Procedural FPS Map Blockout
vibeue_classes
MapBlockoutService, LandscapeService, FoliageService
unreal_classes
Landscape, LandscapeProxy, LandscapeSplinesComponent, StaticMeshActor
keywords
map blockout, level blockout, fps map, open world, arma, squad, procedural map, road network, poi, point of interest, village, town, farmstead, field…

🧠 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.

Sub-docWhen to load
workflows.mdEnd-to-end run: export → stages 1–5 → final pass → materialize. Pick this first.
stage-rules.mdPer-stage CHECK list (what passes, what fails, how to fix). Mirrors the spec.
config-reference.mdFMapBlockoutConfig fields — coverage bands, road grid, POI targets, tuning knobs.
return-types.mdExact USTRUCT property names returned by every service method.
materialization.mdHow the plan becomes splines / paint / actors / foliage in the level.

Critical Rules

The gate is non-negotiable

Each stage's Gate.bAllPassed must be true before advancing. The orchestrator (run_full_pipeline) stops at the first failing gate and surfaces the failing check name + message in the returned struct. Inspect Gate.Checks to know what to repair.

Run Stage 0 first

run_full_pipeline_for_landscape is the one-call convenience. Otherwise:

  1. unreal.MapBlockoutService.export_landcover_grid(landscape_label, grid_n=120)
  2. Pass the result + config to run_full_pipeline

export_landcover_grid reads every paint layer on the source landscape plus the heightmap, returns a normalized grid in one native call — no PNG round-trip and no host-Python pre-processing step.

Map your paint layers to design categories

The spec assumes 4 logical categories: crop, soil, flood (water), forest. You must tell the service which layer names on the source landscape play each role:

python
cfg = unreal.MapBlockoutConfig()
cfg.layers.crop   = "Crop"     # name on the landscape
cfg.layers.flood  = "Water"
cfg.layers.forest = "Forest"
cfg.layers.soil   = "Soil"

Empty flood is allowed — water is derived from a low-elevation percentile of the heightmap.

Show full SKILL.md (230 more words)Show less
Output folder is named after level_name
<Project>/Saved/MapBlockout/<level_name>/
  Stage1_Roads.png                                   <- cumulative snapshot
  Stage2_Roads_POIs.png
  Stage3_Roads_POIs_Fields.png
  Stage4_Roads_POIs_Fields_Foliage.png
  Stage5_Roads_POIs_Fields_Foliage_Rail.png
  CombinedFoliageAndMap.png                          <- final, with color key
  FoliageHeatMap.png                                 <- trees + fields + scrub
  MapHeatMap.png                                     <- roads + buildings + rail + bridges

All 8 files are required for delivery. The Final Pass refuses to ship if any upstream gate has unresolved failures.

Color chart is authoritative

Every rendered output uses the MapDesigner color chart (see stage-rules.md). Constants live in MapBlockoutImage::Colors::* (C++). Do not invent new colors — the heatmap + combined map are required deliverables and must match.

ElementColor
Main RoadsWhite
Dirt RoadsBrown
TreelinesLight Purple
ForestDark Purple
BuildingsLight Grey
BridgesOrange
RailwayDark Grey
POI BoundaryBright Green Circle
FieldsYellow
Underbrush / ScrubLight Blue
The Color Key must NOT cover the map

Top-right panel. If the panel rect intersects the map area, the stage fails its "Color Key" check. The renderer enforces this — but if you write a custom renderer, honor the rule.

Two-Phase Workflow

Phase 1 — design the plan (CPU, masks + polylines, no engine geometry):

python
import unreal
S = unreal.MapBlockoutService

cfg = unreal.MapBlockoutConfig()
cfg.level_name = "Verkhova"
cfg.layers.crop, cfg.layers.forest = "Crop", "Forest"
cfg.layers.flood = "Water"

result = S.run_full_pipeline_for_landscape("Landscape1", cfg)
if not result.success:
    # Inspect result.final_state.<stage>.gate.checks for the failing entry
    print(result.error_message)
else:
    print("Wrote:", result.output_files)

Phase 2 — materialize into the level:

python
S.materialize_roads_as_splines(result.final_state.stage1_roads, "Landscape1")
S.materialize_fields_as_paint(result.final_state.stage3_fields, "Landscape1", "Crop")
S.materialize_pois_as_actors(result.final_state.stage2_pois, "/MapBlockout/POIs/")
S.materialize_forest_as_foliage(result.final_state.stage4_foliage,
    "/Game/Foliage/FT_Forest", "/Game/Foliage/FT_Treeline", "/Game/Foliage/FT_Scrub")
S.materialize_railway_and_bridges(result.final_state.stage5_railway, "Landscape1")

Status

Fully implemented — every stage (Roads, POIs, Fields, Foliage, Railway/Bridges), the Final Pass, the renderers, and the materializers are live in C++. The full pipeline has been verified end-to-end: all stage gates plus the Final Pass pass, producing the eight deliverable PNGs.

TaskSkills to Load
Sculpt / paint / create the source landscape firstlandscape
Pull a real-world heightmap before blockoutterrain-data
Materialize foliage scatter (used by MaterializeForestAsFoliage)foliage
Place water (rivers, lakes) preciselyterrain-data (Mapbox) or MapBlockoutService.extract_river_centerlines

© kevinpbuckley, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 5 other files in Content/Skills/map-blockout of kevinpbuckley/VibeUE.

  • SKILL.md
  • config-reference.md
  • materialization.md
  • return-types.md
  • stage-rules.md
  • workflows.md

Open the folder on GitHubat commit dc051be

Compare with similar skills

Map Blockout next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Map Blockout compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Map Blockout this skillkevinpbuckley/VibeUE726—~1.9kAutomated safety check: PassMIT
Image to Three.js Modelimg2threejs/img2threejs18k1 repos~8.2kAutomated safety check: PassApache-2.0
Web CloneJane-xiaoer/claude-skill-web-clone1k1 repos~2.7kAutomated safety check: PassMIT
Threejs Game Directormajidmanzarpour/threejs-game-skills2.5k—~2.2kAutomated safety check: PassMIT
Game Asset Generatorhtdt/godogen7.1k—~2.8kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0

Similar skills

  • Image to Three.js Model

    img2threejs/img2threejs

    Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.

    18k GitHub starsUsed in 1 repo~8.2k tokens
    Game DevelopmentAuto-check passed
  • Web Clone

    Jane-xiaoer/claude-skill-web-clone

    网站复刻 / 克隆方法论。USE WHEN 用户说 复刻网站、克隆网站、clone website、抄个站、仿站、 照着这个站做一个、reproduce site、还原某个网页效果、把这个站搬下来改成我的、 复刻某个交互/WebGL/Canvas/Three.js 效果。提供「先拿真源码 → 判路径 → 逆向拆解 → 搭工程 → 替换内容」的可移植决策树,覆盖静态站 /…

    1k GitHub starsUsed in 1 repo~2.7k tokens
    Game DevelopmentAuto-check passed
  • Threejs Game Director

    majidmanzarpour/threejs-game-skills

    Entrypoint for building, upgrading, and finishing Three.js browser games.

    2.5k GitHub stars~2.2k tokensUpdated 11 days ago
    Game DevelopmentAuto-check passed
  • Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.

    7.1k GitHub stars~2.8k tokensUpdated 7 days ago
    Game DevelopmentAuto-check passed
  • Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring…

    1.2k GitHub starsUsed in 1 repo~1.4k tokens
    Game DevelopmentAuto-check passed
  • Uloop Execute Dynamic Code

    CyberAgentGameEntertainment/NovaShader

    Execute C with Unity APIs when existing uloop tools cannot inspect or edit enough.

    1.6k GitHub starsUsed in 1 repo~1.9k tokens
    Game DevelopmentAuto-check passed

More from kevinpbuckley/VibeUE

All 39 skills in this repo
  • Unreal Animation Bone Editor

    kevinpbuckley/VibeUE

    Previews, validates and bakes bone-rotation edits on Unreal Engine AnimSequences, enforcing a coordinate space and a constraint-checked preview-validate-bake loop.

    726 GitHub stars~1.3k tokensUpdated yesterday
    Auto-check passed
  • Unreal Animation Montage

    kevinpbuckley/VibeUE

    Creates and edits Unreal Engine Animation Montages through AnimMontageService: sections, slots, segments, branching points, notifies and blend settings.

    726 GitHub stars~3.6k tokensUpdated yesterday
    Auto-check passed
  • Unreal AnimSequence Editor

    kevinpbuckley/VibeUE

    Creates and edits AnimSequence keyframes and bone tracks in Unreal Engine through AnimSequenceService, following an inspect, preview, validate and bake workflow with correct bone-space handling.

    726 GitHub stars~3.2k tokensUpdated yesterday
    Auto-check passed
  • Unreal Asset Import and Export

    kevinpbuckley/VibeUE

    Imports files into Unreal Engine, exports textures, reads the Content Browser selection and checks open assets via VibeUE, plus mesh reimport material fixes.

    726 GitHub stars~6.5k tokensUpdated yesterday
    Auto-check passed
  • Unreal Engine Settings Control

    kevinpbuckley/VibeUE

    Changes Unreal Engine console variables, scalability levels and raw INI values through VibeUE's Python API, now that registered settings moved to the engine's own toolset.

    726 GitHub stars~1.3k tokensUpdated yesterday
    Auto-check passed
  • Unreal Enhanced Input Setup

    kevinpbuckley/VibeUE

    Creates and wires Unreal Engine Enhanced Input assets through VibeUE's InputService: Input Actions, Mapping Contexts, key bindings, triggers and modifiers.

    726 GitHub stars~2.4k tokensUpdated yesterday
    Auto-check passed

Questions about Map Blockout

What does Map Blockout do?

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…. Map Blockout is an agent skill from kevinpbuckley/VibeUE. 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.

When should I use Map Blockout?

Map Blockout fits situations like: the user asks to block out; lay out an open-world/FPS map; place roads/POIs/forests/railways procedurally; turn a blockout plan into splines.

How do I install Map Blockout in Claude Code?

Run `npx skills add kevinpbuckley/VibeUE --skill map-blockout -a claude-code`. Or copy the skill folder (Content/Skills/map-blockout in kevinpbuckley/VibeUE) into .claude/skills/map-blockout in your project. Claude Code loads it when a task matches its description.

How do I install Map Blockout in Codex?

Run `npx skills add kevinpbuckley/VibeUE --skill map-blockout -a codex`. Or copy the skill folder (Content/Skills/map-blockout in kevinpbuckley/VibeUE) into .agents/skills/map-blockout in your project. Codex loads it when a task matches its description.

Can I use Map Blockout in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add kevinpbuckley/VibeUE --skill map-blockout -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/map-blockout, .gemini/skills/map-blockout, .github/skills/map-blockout and .opencode/skills/map-blockout in your project.

What does Map Blockout need to run?

SKILL.md names no scripts, command-line tools or credentials: Map Blockout is instructions for the agent only. Our summary lists: Python 3.

Does Map Blockout access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Map Blockout safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Map Blockout use?

Map Blockout is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Map Blockout use?

About 1.9k tokens (SKILL.md is roughly 7.5k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Map Blockout?

Skills that share tags, products or a category with Map Blockout: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.5k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Map Blockout?

kevinpbuckley (a GitHub user) maintains it in kevinpbuckley/VibeUE, which has 726 GitHub stars. The repository holds 39 skills in this directory. The repository was last updated on October 7, 2026.

Source: kevinpbuckley/VibeUE on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.