create-maplisted
Install: claude install-skill eriknomitch/workmelt
# Create a Workmelt map
This skill turns reference assets and a description into a new map module in
`src/world/`, registered in the map list and passing the headless map
self-test. A Workmelt map is **not** loaded from disk: it is a few layout
tables plus a build function that generates every mesh in code. The assets
the user gives you are *reference material for layout, proportions, mood and
palette* — they are never shipped, imported or sampled at runtime.
Two standing priorities, straight from the project's brief:
1. **Performance over realism.** Low-poly blocked-out forms; surface detail
comes from the shared procedural materials, not geometry or textures. The
self-test enforces < 320 draw calls for the whole map.
2. **Accurate but playable.** Follow the asset's layout as closely as you
can, then bend it wherever a faithful copy would make a bad FFA
deathmatch space (dead ends, unwatchable sightlines, unreachable floors,
leaky perimeter).
## Reference files — read before writing code
- `references/map-contract.md` — the map descriptor contract, exactly what
`maps.selftest.mjs` enforces (with numbers), the registration checklist and
every verification command. Read it in full before authoring the module.
- `references/engine-api.md` — the Assembler, the `PB` prop builder, `kit.js`
helpers, palette keys and the existing prop vocabulary you should reuse.
Read it before writing the `build()` function or a props file.
- `references/layout-playbook.