map-authoring

Validate z-order layering, collision boundaries, and depth-masking in 2D game maps.

Updated Jun 15, 2026
One-click install
npx skills add https://github.com/tcober/ProfessorPoopyPawsGodot --skill map-authoring
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: map-authoring
Source: https://github.com/tcober/ProfessorPoopyPawsGodot/tree/main/.claude/skills/map-authoring
Command: npx skills add https://github.com/tcober/ProfessorPoopyPawsGodot --skill map-authoring

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes assets (resource) components.

What problem does it solve?

This Skill resolves complex z-order, collision, and depth-masking issues in 2D top-down game maps, preventing visual artifacts like clipping, floating sprites, and broken walk-behind logic.

Core Features & Use Cases

  • Layering Doctrine Enforcement: Validates the three-tier z-order system (terrain, props, and upper-layer roofs) to ensure correct rendering.
  • Depth Masking & Collision: Manages complex depth-masking bands and collision footprints for terraces, cliffs, and multi-storey structures.
  • Use Case: When a character clips through a wall or renders incorrectly behind a tree, this Skill provides the specific linting rules and authoring patterns to fix the map data and collision manifest.

Quick Start

Run the map authoring linting tool on the current assets directory to identify and resolve layering or collision errors in the map files.

Frequently Asked Questions about map-authoring

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I fix z-order sprite clipping and walk-behind issues in Godot 2D top-down maps?

To fix Godot z-order clipping and walk-behind issues, apply linting protocols that validate three-tier z-order layering across terrain, props, and upper-layer roofs to enforce strict sprite sorting and depth-masking logic.

Why does my character clip through walls or render incorrectly behind props in Godot?

Characters clip through walls or render incorrectly behind props due to invalid depth-masking bands and collision footprints. Enforce strict collision boundaries and depth-masking linting rules to resolve broken map data and manifest errors.

What is the best way to manage collision boundaries and depth-masking for multi-storey structures in Godot?

The best way to manage collision boundaries and depth-masking for multi-storey structures is by enforcing specific tile-kit authoring standards that validate complex depth-masking bands and collision footprints for terraces and cliffs.

How do I validate and lint map assets to enforce z-order layering doctrine in Godot?

Validate and lint map assets by running a map authoring linting tool on the assets directory to identify and resolve layering or collision errors in map files according to strict tile-kit authoring standards.

Does this collision and depth-masking linting work for top-down action-RPG environments specifically?

Yes, this collision and depth-masking linting is specifically designed for top-down action-RPG environments requiring precise sprite sorting, walk-behind functionality, and strict three-tier z-order rendering validation.

When should I use strict three-tier z-order linting for 2D game map assets?

Use strict three-tier z-order linting for 2D game map assets when rendering top-down environments that require precise sprite sorting, depth-masking for terraces, and walk-behind functionality to prevent visual artifacts like floating sprites.