| name | gd-design-level |
| description | Map and level design documentation. Use when designing map layouts, creating level templates, placing loot and spawns, designing flow and pacing, or creating navigation systems. Use when this capability is needed. |
| metadata | {"author":"feliperyba"} |
Level Design
Map Template Format
## Map: [Name]
**ID:** MAP-[NNN]
**Size:** [Dimensions]
**Player Count:** [Min-Max]
**Match Duration:** [Minutes]
### Zone Layout
[ASCII art or visual description]
### Zones
| Zone | Risk Level | Loot Tier | Purpose |
|------|------------|-----------|---------|
| [Name] | [Level] | [Tier] | [Function] |
### Extraction Points
| Extract | Location | Type | Requirements | Risk |
|---------|----------|------|--------------|------|
| [Name] | [Position] | [Type] | [Needs] | [Level] |
### Loot Distribution
| Zone | Common % | Uncommon % | Rare % |
|------|----------|------------|--------|
| [Name] | [X%] | [X%] | [X%] |
### Flow Analysis
**Rotation patterns:** [How players move]
**Choke points:** [Conflict locations]
**Camping risks:** [Defensible spots]
**Anti-camping:** [Mitigations]
### AI Spawns (if applicable)
| Patrol | Route | Difficulty | Loot |
|--------|-------|------------|------|
| [Name] | [Path] | [Level] | [Drops] |
Level Design Principles
Flow
Players should move through the space with purpose:
- Clear paths - Intuitive routes between areas
- Multiple options - No single "correct" way
- Decision points - Players choose their path
- Risk gradient - Danger increases with reward
Landmarks
Players should orient themselves easily:
- Silhouettes - Distinct visual shapes
- Lighting - Key areas highlighted
- Audio cues - Sounds indicate location
- Unique features - Memorable elements
Pacing
Match the intended experience:
- Buildup - Start slow, increase intensity
- Peaks - High-tension moments
- Breathing room - Brief downtime
- Climax - Final push to objective
Level Design Process
Step 1: Concept Sketch
Create a rough layout showing:
- Overall shape
- Major zones
- Key landmarks
- Spawn/extract points
Step 2: Zone Definition
Define each area by:
- Primary purpose
- Risk level
- Loot quality
- Flow role
Step 3: Connection Design
Create paths between zones:
- Main routes (obvious)
- Alternative routes (hidden)
- Shortcuts (risk/reward)
- Choke points (conflict areas)
Step 4: Loot Placement
Place rewards following:
- Risk gradient (deeper = better)
- Exploration reward (off-path = bonus)
- Flow guidance (loot attracts movement)
- Balance considerations (not all in one spot)
Step 5: Playtest Validation
Test and iterate:
- Do players flow as intended?
- Are there camping spots?
- Is loot distributed fairly?
- Are spawns safe?
Common Level Patterns
Arena
Symmetrical, focused on fair competition:
- Central conflict zone
- Mirrored starting positions
- Clear sightlines
- Equal distance to objectives
Linear
Progressive, narrative-driven:
- Clear forward path
- Branching side areas
- Setpiece encounters
- Progressive difficulty
Open World
Exploration-focused:
- Non-linear progression
- Multiple objectives
- Fast travel points
- Dynamic events
Hub and Spoke
Central base with destinations:
- Central safe zone
- Radiating paths
- Distinct themed areas
- Return to hub mechanic
JSON Level Data Format
Standard Level JSON Structure
When implementing levels in JSON format for Phaser 3 games:
{
"id": "level001",
"name": "Tutorial - First Shot",
"description": "Learn the basics with an impossible-to-fail tutorial shot",
"birds": ["red", "red", "red"],
"starThresholds": {
"one": 5000,
"two": 32000,
"three": 72000
},
"pigs": [
{ "x": 800, "y": 500, "type": "small" }
],
"blocks":
Level Design Best Practices for JSON
-
Progressive Difficulty
- Early levels: Tutorial patterns, single solution
- Mid levels: Multiple valid approaches
- Late levels: Complex structures requiring mastery
-
Star Threshold Formula
2-star: 30,000 + (level × 2,000)
3-star: 60,000 + (level × 6,000)
-
Bird Allocation
- Tutorial levels: 3 birds (fail-proof)
- Practice levels: 3-4 birds
- Complexity levels: 4-5 birds
- Mastery levels: 5-7 birds
-
Validation Checklist
Level Documentation Template
## Level {N}: {Name}
**Difficulty:** Tutorial | Practice | Complexity | Mastery | Challenge
**Target Time:** 30-90 seconds
**Birds:** {count} × {type}
**Pigs:** {count}
### Solution Paths
1. **Brute Force (1-star):** {description}
2. **Strategic (2-star):** {description}
3. **Optimal (3-star):** {description}
### Design Notes
- {key mechanic introduction}
- {difficulty considerations}
- {fail-safes for tutorial levels}
Level Review Checklist
Before marking a level complete:
Reference
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