| name | level-designer |
| description | Use when you need to design, draft, scaffold, create, or edit a new or existing level. |
Level Designer
Overview
Produces or edits plain-text scaffold grids for every room in a new stage. These grids are
design documents — they capture structure and intent before building/editing in Tiled.
Character Legend
| Char | Meaning |
|---|
\ | Gate or opening from one room to the next |
> < ^ v | Player enter/exit direction: inward for entrance, outward for exit |
X | Block / platform (maps to blocks layer) |
E | Enemy (maps to enemies layer) |
I | Item (maps to items layer) |
D | Death hazard — spikes, lava, or anything that kills on contact |
L | Ladder (for the player to climb up/down) |
| Empty space / air |
0 | Player spawn at stage start (only one per level) |
n | Player re-spawn point (n ≥ 1) |
Room Grid Format
Each room is a rectangular grid of the characters above, wrapped in a labeled fence.
Example
=== Room 1 (16×14) ===
XXXXXXXXXXXXXXXX
X X
X 0 X
XXXX X
X X
X X
XXXXXXXX X
X X
X E X
X XXXXXXXXXXX
X \
X >\
X E \
XXXXXXXXXXXXXXXX
- Player spawns at top-left of the room on a platform ledge hanging off the wall
- Player descends and moves along platforms in a Z, facing 2 enemies along the way
- Player exits the room rightward via an opening at the bottom-right of the screen
=== Room 2 (16×14) → right of Room 1 ===
XXXXXXXXXXXXXXXX
X \
X >\
X E \
X XXXXX
XXXXX X
X E E X
X XXX XXXXXX
X X
X XX X
\ XXXXX X
\> X
\ E v X
XXXXXXXXXXXX\\\X
- Player enters the room from the bottom-left of the screen and immediately faces an enemy stationed on the ground
- Player has two routes to choose from: ascend up along platforms, or descend at bottom-right
=== Room 3 Path 1 (16×14) → right of Room 2 ===
XXXXXXXXXXXXXXXX
\ X
\> E X
\ X
XXXXX XXXXX X
X XDDDX X
X XXXXX X
X X
X XXXXXXXXXXXX
X E X
XXXXXXXXXXXXX X
X X
X v E X
X\\\XXXXXXXXXXXX
- Player enters from top-left of the screen and immediately faces a floating enemy and a small pit of spikes
- Player descends the room in a Z pattern, encountering 2 enemies along the way
- Player exits the room downward at the bottom-left of the room
=== Room 3 Path 2 (16x14) → below Room 2 ===
XXXXXXXXXXXX\\\X
X v X
X X
X XXXX
X X
X E X
X XXX X
X X
X E X
X XXX X
X \
X >\
X \
XXXXXXXXXXXXXXXX
- Player descends into room from top-right of the screen and lands on a platform protruding from the wall
- Player descends down the room, encountering two enemies each stationed on floating platforms
- Player exits the room rightward at the bottom-right corner of the room
=== Room 4 (16×14) → beneath Room 3 Path 1, right of Room 3 Path 2 ===
X\\\XXXXXXXXXXXX
X v X
X X
X X
X X
X X
X X
X X
X X
X X
\ \
\> >\
\ 1 \
XXXXXXXXXXXXXXXX
- Player enters either via bottom-left or top-left depending on which path he chose in room 2
- Player checkpoint located at the bottom-middle of the room
- Player exists the room rightward via a gate at the bottom-right of the room
=== Room 5 (32×14) → right of Room 4 ===
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
X \
X E >\
X X XXX E \
X XDDDXXXXXXX XXXXX XXXX
XLXXXXXXXXXX X
XL E X
XL E XXX E X
XL XXXXXXXXXXXXXXXXXXXXLX
XXXXXXXXXXX LX
\ E LX
\> XXX XXX XXXXX XXX
\ XXXDDDDXXXDDDDXXXXXDDDDDXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
- Player enters the room from the bottom-left of the room and must jump over spikes.
- Room features a gauntlet of many enemies, platforms, and ladders the player must ascend.
- Player exits the room rightward via a gate at the top-right of the screen.
Rules
- Standard room size is 16 columns × 14 rows (matches VIEW_WIDTH=16, VIEW_HEIGHT=14).
Non-standard sizes must be noted in the label (e.g.
32×14).
- Spawn placement:
0 is the start-of-level spawn; use 1, 2, 3… in the order the
player reaches each new room for the first time.
- One character per object: Add a notes block after the room to describe each object in
more detail if needed, e.g., what kind of enemy is intended for a particular
E.
- Vertical transitions require matching row gaps; horizontal transitions require
matching column gaps.
- Entry/exit arrows: Mark every room transition opening/gate with a direction arrow
(
> < ^ v) in the cell immediately next to the opening, pointing into the room for
a room entrance and pointing out of the room for a room exit. Whether an opening is considered
an entrance or an exit depends on the flow of the level.
Notes Block Format
After each room grid, add a brief notes block describing room and any special properties.
Example:
Notes — Room 2:
• E (col 5, row 4) Sniper Joe, facing left
• E (col 10, row 4) Bat, ceiling-mounted
• Room property: normal scroll (left→right)
Workflow
Step 1 — Gather requirements
Ask the user for:
Scaffold or fill in? — Ask whether each room should be a bare scaffold (outer border only,
no interior content) or a filled draft (platforms, enemies, and spawn points placed). A scaffold
is useful when the user wants to place content themselves in Tiled; a filled draft is useful when
the user wants a starting point to iterate from.
Level name — ask the user to provide a name; present using temp_<unique_id>for when the user
does not want to provide a name.
Theme — Ice, fire, factory, desert, cave, underwater, or free-form (no theme). Suggest a theme
based on the user's input for level name.
Number of rooms — Ask the user how many rooms should be generated. The level may be expanded
with more rooms in later sessions.
Level-design philosophy:
Ask the user whether to apply philosophy rules on a room-by-room basis or if Claude should
generate rooms of various philosophies at will (with minimal guidance from the user). A room
can have one or more philosophies applied, or none - none meaning either no edits made to the
room or no content in the room besides the entrance(s)/exit(s) and borders of the room.
| Philosophy | Description |
|---|
| Linear | Single horizontal or vertical path |
| Branching | Diverging paths, some optional or rejoining |
| Gauntlet | Dense enemy patterns, minimal platforming |
| Z-pattern | Platforms arranged so Mega Man traverses the room in a Z |
| Hill climb/descend | Room focused on ascending or descending |
| Empty | No enemies or objects; used as a checkpoint or breather room |
| Spike corridor | Narrow passage lined with spikes; tests precise movement |
| Disappearing blocks | Platforms appear/vanish in sequence; tests memorization and timing |
| Moving platforms | Platforms moving over instakill pits; tests jump timing |
| Obstacle course | Hazard-focused (spikes, cannons, crushers); few or no enemies |
| Precision pit | Tight jumps over instant-death gaps; minimal enemies |
| Hybrid | Combines multiple philosophies |
Step 2 — Draft room grids
Output an overview.txt file which highlights the overall level including themes,
philosophies, etc. Output a draft of each room grid in order from spawn to the end.
Save each room as a file in a folder structure in the project temp folder, i.e.:
- Megaman-Maverick
- temp
- level_drafts
- <level_name>
- overview.txt
- room1.txt
- room2.txt
- room3.txt
Step 3 — Revise
Prompt for user feedback and revise grids as needed. Repeat until approved.
Step 4 — Determine Next Step
Prompt the user to answer which step should be taken next.
- Create a new TMX file with the designs
- Edit an existing TMX file with the designs
- Something else (or nothing)...