basemap-candidate-generation
Creates repeatable vector basemaps for maps.
Install
mkdir -p .claude/skills/basemap-candidate-generation && curl -L -o skill.zip "https://agentskills.codes/api/skills/download/16547" && unzip -o skill.zip -d .claude/skills/basemap-candidate-generation && rm skill.zipInstalls to .claude/skills/basemap-candidate-generation
Activation
This is the description your AI agent reads to decide when to run this skill — the better it matches your request, the more reliably it fires.
Use when creating or revising Hudson Hustle city basemap candidates from map config, protected zones, city recipes, AI reference art, or future NYC/Berlin backdrop workflows.Key capabilities
- →Create Hudson Hustle city basemap candidates
- →Revise basemap candidates from map config
- →Generate basemaps from protected zones
- →Use city recipes for land/water shapes
- →Incorporate AI reference art for backdrops
How it works
The skill generates vector basemap candidates by processing map configurations, city recipes, and protected zones, ensuring the basemap supports place memory without becoming playable information.
Inputs & outputs
When to use basemap-candidate-generation
- →Generating map backdrops
- →Updating city map candidates
- →Configuring map geometry
About this skill
Basemap Candidate Generation
Use this when the work is about repeatable backdrop generation, not one-off visual tuning.
Goal
Generate a quiet vector basemap candidate that sits between the board surface and gameplay routes/stations/labels. Routes, stations, and labels are protected; the basemap supports place memory without becoming playable information.
Inputs
- Config map folder or id:
map.jsonsupplies board size, active stations, route geometry, labels, and waypoints. - Protected zones: pass a JSON file when available, otherwise derive them from the config map.
- City recipe: reusable local knowledge for land/water shapes, region labels, landmarks, theme traces, and AI-reference intent.
Command
pnpm config:basemap-candidate \
--config v0.4-flushing-newark-airport \
--recipe configs/hudson-hustle/basemap-recipes/nyc-harbor-memory-v1.json \
--out /tmp/nyc-basemap-candidate.json
Optional:
pnpm config:basemap-candidate --config <id-or-folder> --recipe <recipe.json> --protected-zones <zones.json> --out <candidate.json>
Recipe Rules
- Use
coordinates: "normalized"for reusable city recipes; usecoordinates: "board"only for final hand-tuned output. - Keep recipe geometry 神似, not GIS-exact.
- Put broad land/water memory in
landAreas,waterAreas, andshorelines. - Put local flavor in
landmarksandthemeLines. - Default landmarks and theme lines must avoid protected zones; set
avoidProtectedZones: falseonly when the feature is intentionally under gameplay and visually quiet. - Use low opacities. The route graph must still read if the candidate is shown at real play size.
Workflow
- Verify the config id or folder with
pnpm config:preview <config-id>. - Draft or update a city recipe under
configs/hudson-hustle/basemap-recipes/. - Generate to
/tmpfirst. - Review the candidate JSON against protected-zone omissions in
generatedBy.notes. - Paste or merge the candidate into
visuals.jsononly after visual approval. - Run
pnpm --filter @hudson-hustle/game-core test -- game.test.ts,pnpm config:preview <config-id>, andpnpm build.
Acceptance
- Candidate output is vector-only: land areas, water areas, shorelines, region labels, landmarks, and theme lines.
- It does not require changing
current.json. - It keeps gameplay on top and avoids route/label confusion.
- City-specific recipes can be reused for Berlin and future maps without changing the generator.
When not to use it
- →When the work is one-off visual tuning
- →When the task is not about repeatable backdrop generation
- →When the task is not related to Hudson Hustle city basemaps
Limitations
- →Limited to Hudson Hustle city basemap candidates
- →Focuses on repeatable backdrop generation, not one-off visual tuning
- →Requires map config, city recipes, and optional protected zones
How it compares
This skill automates the generation of repeatable vector basemap candidates for a game, ensuring consistency and adherence to design principles like avoiding protected zones, unlike manual, ad-hoc visual tuning.
Compared to similar skills
basemap-candidate-generation side by side with the closest alternatives in the catalog.
| Skill | Installs | Updated | Safety | Difficulty |
|---|---|---|---|---|
| basemap-candidate-generation (this skill) | 0 | 3mo | Review | Intermediate |
| design | 0 | 2mo | Review | Intermediate |
| memory-systems | 9 | 4mo | No flags | Advanced |
| project-development | 1 | 3mo | Review | Advanced |
Try saying
Example prompts that trigger this skill in your AI assistant.
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