Agent skill · Design & Presentation

generate2dmap

Generate and revise production-oriented 2D game maps with built-in image generation as the default visual asset source, choosing a visual model, runtime object model, collision model, art direction, and engine/export target. Use when Codex needs to create or integrate RPG maps, monster-taming maps, tactical arenas, battle backgrounds, side-scroller/parallax scenes, tilemaps, layered raster maps, clean HD hand-painted maps, pixel-inspired maps, prop packs, collision zones, walkable areas, or map previews.

0x0funkygithub.com/0x0funkyGitHub ↗
codexships scriptsMIT
Install
npx skills add 0x0funky/agent-sprite-forge --skill generate2dmap --agent codex

Same command for any agent — swap --agent for claude-code, cursor, copilot.

Facts
Files in the skill folder: 8
SKILL.md size: 53 KB
Bundled scripts: yes
Path: skills/generate2dmap/SKILL.md
Open the folder on GitHub →
Where it comes from
Stars: 3,616
Language: Python
Read our review of the source →

Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.

Review
written from the skill's own SKILL.md · Aug 5, 2026

What it does

Builds the smallest playable map bundle that satisfies the game by selecting a map_mode and mapping it to lower-level pipeline axes. It ensures the playable deliverable exposes gameplay geometry and objects as separate layers, props, tile/object data, collision, zones, or engine-native scene nodes, rather than shipping a single baked image unless explicitly requested.

How it works

  • Choose a map_mode from: tile_mode, scene_mode, side_scroll_mode, grid_mode, room_chunk_mode, baked_scene_mode.
  • Choose visual_model from: baked_raster, layered_raster, tilemap, layered_tilemap, parallax_layers.
  • Choose runtime_object_model from: none, separate_props, platform_objects, y_sorted_props, interactive_scene_objects, foreground_occluders, scene_hooks.
  • Choose collision_model from: none, coarse_shapes, precise_shapes, tile_collision, polygon_walkmesh, trigger_zones.
  • Choose engine_target from: raw_canvas, Phaser, Tiled_JSON, LDtk, Godot_TileMap, Unity_Tilemap, project-native.
  • Use user-specified parameters or infer the lightest playable pipeline from game context.
  • Do not ship a single baked image for playable maps unless the user asks for a flat background only.
  • Treat generated base/background as foundation-only when appropriate; keep runtime objects in separate layers/props.
  • Follow referenced map strategies and layer separation contracts when applicable.

When to use it

Use for requests implying playable game maps, level areas, or engine scenes that require gameplay geometry and object data across layers, not just a flat image. The mode and axes determine the default production pipeline as described above.

What it can touch

This skill uses the image_gen as the default visual asset source and can generate prompts for image assets. It may generate or reuse tile layers, object layers, collision, zones, and engine-native scene wiring according to the chosen models. The exact touch points (files, assets) are controlled by the generated map deliverables and engine targets.

Caveats

  • It instructs to avoid baking a playable map into a single image unless requested.
  • It references external documents for map strategies and layer contracts.
  • It requires following the map_mode and axes hierarchy to preserve playable/editable contracts.
  • It is MIT licensed.
From the SKILL.md

# Generate2dmap ## Overview Build the smallest playable map bundle that satisfies the game. Start by choosing a user-facing `map_mode`, then map it to the lower-level pipeline axes. Do not treat a map as only one image unless the user explicitly asks for a flat visual background. 1. `map_mode`: `tile_mode` | `scene_mode` | `side_scroll_mode` | `grid_mode` | `room_chunk_mode` | `baked_scene_mode` 2. `visual_model`: `baked_raster` | `layered_raster` | `tilemap` | `layered_tilemap` | `parallax_layers` 3. `runtime_object_model`: `none` | `separate_props` | `platform_objects` | `y_sorted_props` | `interactive_scene_objects` | `foreground_occluders` | `scene_hooks` 4. `collision_model`: `none` | `coarse_shapes` | `precise_shapes` | `tile_collision` | `polygon_walkmesh` | `trigger_zones` 5. `engine_target`: `raw_canvas` | `Phaser` | `Tiled_JSON` | `LDtk` | `Godot_TileMap` | `Unity_Tilemap` | project-native Use user-specified parameters when present. When the user does not specify them, infer the lightest playable pipeline from the existing game, camera, collision needs, map scale, and editing needs. For requests that imply a playable game map, level, stage, room, prototype, or engine scen

What's inside
Steps it walks through
  1. Overview
  2. Map Modes
  3. Genre Routing
  4. Image Generation First
  5. Visual Reference Handoff
  6. Layer Separation Contract
  7. Parameter Contract
  8. Workflow
  9. Terrain Tile Bundles
  10. Prop Generation Rules
  11. Post-Reference Object Production Gate
  12. Side-Scroll Stage Segments
  13. Side-Scroll Shared Platform Library
  14. Playable Stage Reference Rules
Ships with 7 files
  • agents/openai.yaml
  • references/layered-map-contract.md
  • references/map-strategies.md
  • references/prop-pack-contract.md
  • scripts/compose_layered_preview.py
  • scripts/extract_prop_pack.py
  • scripts/extract_terrain_tiles.py
Commands it runs
python scripts/extract_terrain_tiles.py \
More from agent-sprite-forge
All skills →
About this skill
What does the generate2dmap skill do?

Generate and revise production-oriented 2D game maps with built-in image generation as the default visual asset source, choosing a visual model, runtime object model, collision model, art direction, and engine/export target. Use when Codex needs to create or integrate RPG maps, monster-taming maps, tactical arenas, battle backgrounds, side-scroller/parallax scenes, tilemaps, layered raster maps, clean HD hand-painted maps, pixel-inspired maps, prop packs, collision zones, walkable areas, or map previews.

How do I install it?

Run `npx skills add 0x0funky/agent-sprite-forge --skill generate2dmap --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.

Where does this skill come from?

From 0x0funky/agent-sprite-forge, a repository with 3,616 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.

Is a popular skill a good skill?

Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.

Keep going