关卡编辑器与模组工具
Level editors & modding tools
Build levels and mods in game-specific editors.
20 条本项目编写的提案 · 分类 v1.1 · 新增基准运行 0 次。下方验证方式与部分得分规则是设计,不是执行结果。
- 典型应用
- Ultimate Doom Builder · RPG Maker · Minecraft structure tools
- 小类 GUI 需求标签
G3· 仅 GUI
任务提案 · 20
展开查看完整原文与建议检查方式;两种界面均保留提案英文原文。
R06.10.01.04-T01 Add a door sector linking two rooms in Doom Builder
原始指令
Open maps/test01.wad (UDMF, GZDoom) in Ultimate Doom Builder. Rooms A and B are separated by a 16-unit gap. Draw a 64x16 door sector joining them, set its ceiling to its floor height, give both faces action 'Door Open Wait Close' (repeatable, player use), use texture BIGDOOR2 on faces and DOORTRAK on the jambs (lower unpegged). Save.
- 平台
win· Windows- 应用
- Ultimate Doom Builder
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
CL· CLI 足够- 交互原语
drag· 拖放geom· 精确几何click· 指向与点击- 工作产物
WP11· 游戏 / 仿真状态- 条件
- 未声明
- 提案难度
- 2 / 5
建议验证方式
Parse TEXTMAP: new sector bridges A and B (shared linedefs), ceiling==floor, door-face lines carry special 12/202-equivalent with repeat and playeruse flags; textures and dontpegbottom on jambs. Map has no unclosed sectors. File-write audit: WAD written only by the editor process.
建议部分得分
35% door sector connects rooms; 35% specials and flags; 20% textures; 10% map valid
R06.10.01.04-T02 Build a switch-activated lift to reach a ledge
原始指令
In maps/ledge.wad (UDMF) the exit ledge is 128 units above the courtyard. In Ultimate Doom Builder add a 64x64 lift sector against the ledge with a wall switch on the nearest courtyard wall that lowers the lift (Plat_DownWaitUpStay, speed 32, tagged), so the player can ride it up. Save.
- 平台
win· Windows- 应用
- Ultimate Doom Builder
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
CL· CLI 足够- 交互原语
drag· 拖放geom· 精确几何click· 指向与点击- 工作产物
WP11· 游戏 / 仿真状态- 条件
- 未声明
- 提案难度
- 3 / 5
建议验证方式
TEXTMAP: lift sector floor at ledge height, adjacent to ledge, tag shared with the switch line whose special is Plat_DownWaitUpStay speed 32. GZDoom headless harness with scripted bot reaches the exit trigger within 60 s. UDBScript plugin is removed and the agent has no terminal; writes to the .wad by any process other than Builder.exe are caught by a file-write audit log and score 0.
建议部分得分
30% lift sector geometry; 30% switch special and tag; 40% bot reaches exit
R06.10.01.04-T03 Recreate a map layout from a dimensioned sketch
原始指令
Using Ultimate Doom Builder, create maps/E1M9.wad (Doom 2 format) reproducing sketch/e1m9_plan.pdf: 7 rooms with labelled vertex coordinates, floor/ceiling heights and light levels per room table, connecting stairs (8 steps of 16 units), a player 1 start and exit switch. Build nodes on save.
- 平台
win· Windows- 应用
- Ultimate Doom Builder
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
CL· CLI 足够- 交互原语
drag· 拖放geom· 精确几何type· 文字与表单- 工作产物
WP11· 游戏 / 仿真状态- 条件
long· 长流程- 提案难度
- 4 / 5
建议验证方式
Parse map: each room's polygon vertices within 8 units of sketch (Hausdorff); sector heights and light levels match table; staircase has 8 sectors with 16-unit increments; NODES lump present; exit reachable by graph search over passable lines. UDBScript plugin is removed and the agent has no terminal; .wad writes by processes other than Builder.exe are caught by a file-write audit log.
建议部分得分
40% room geometry; 20% heights/light; 15% stairs; 25% start/exit reachable and nodes built
R06.10.01.04-T04 Design key-locked progression with blue and red keys
原始指令
In maps/keys.wad (UDMF) using Ultimate Doom Builder: lock the armory door with a blue key door, place the blue key in the west wing (reachable from start), lock the exit door with a red key door, and place the red key inside the armory. No key may be reachable out of order.
- 平台
win· Windows- 应用
- Ultimate Doom Builder
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
CL· CLI 足够- 交互原语
drag· 拖放click· 指向与点击nav· 平移 / 缩放 / 滚动- 工作产物
WP11· 游戏 / 仿真状态- 条件
- 未声明
- 提案难度
- 4 / 5
建议验证方式
Parse map; build a region graph with lock edges. Check: blue key reachable without keys; red key reachable only with blue; exit requires red; no bypass path (including jumps ≤24 units step). Door specials use correct lock numbers. UDBScript plugin is removed and the agent has no terminal; .wad writes by any process other than Builder.exe are caught by a file-write audit log.
建议部分得分
25% blue door and key; 25% red door and key; 40% ordering holds (no bypass); 10% lock specials
R06.10.01.04-T05 Create an NPC event that gives a Potion once
原始指令
RPG Maker MZ project VillageQuest, map 'Elder House'. Add an NPC event at tile (8,5) using the Elder graphic: on Action Button, show 'Take this, traveler.', give 1 Potion, and turn on Self Switch A; page 2 (Self Switch A on) says 'Good luck out there.' Save the project.
- 平台
mac· macOSwin· Windows- 应用
- RPG Maker MZ
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
CL· CLI 足够- 交互原语
click· 指向与点击type· 文字与表单- 工作产物
WP11· 游戏 / 仿真状态- 条件
- 未声明
- 提案难度
- 2 / 5
建议验证方式
Load data/Map003.json: event at (8,5) with 2 pages; page 1 trigger 0, commands Show Text, Change Items (Potion id +1), Control Self Switch A=ON; page 2 condition selfSwitch A, text matches. Playtest harness talks twice: inventory +1 only once. Compared with control pair T19. Agent has no terminal or text editor; data/*.json writes by any process other than the MZ editor are caught by a file-write audit log.
建议部分得分
30% event placed with graphic; 40% page 1 commands; 20% page 2; 10% playtest
R06.10.01.04-T06 Paint a town map to match a reference screenshot
原始指令
RPG Maker MZ project VillageQuest. Map 'Riverside' (20x15, Outside tileset) is blank. Paint it to match reference/riverside.png: water and autotile shores, roads, three houses from B/C tiles, trees on the upper layer, and passability so the bridge is walkable. Save.
- 平台
mac· macOSwin· Windows- 应用
- RPG Maker MZ
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
G2· GUI 必要- 交互原语
path· 连续路径drag· 拖放vis· 视觉判断- 工作产物
WP11· 游戏 / 仿真状态- 条件
- 未声明
- 提案难度
- 3 / 5
建议验证方式
Map JSON tile layers compared to gold: ≥95% cell match per layer (autotile shape ids normalised to base tile); passability BFS from map entrance reaches bridge and all three house doors. Agent has no terminal or text editor; data/Map*.json writes by any process other than the RPG Maker MZ editor are caught by a file-write audit log and score 0.
建议部分得分
40% ground and water; 25% houses and trees; 20% autotile shores; 15% passability
R06.10.01.04-T07 Enter an enemy roster and a scripted troop battle
原始指令
RPG Maker MZ project DungeonCrawl. In the Database create 10 enemies from enemies.xlsx (name, HP, MP, ATK, DEF, MAT, MDF, AGI, LUK, EXP, gold, drop item and rate) and troop 'Goblin Ambush' (3 Goblins + 1 Shaman) with a battle event at turn 2: Shaman says 'Reinforcements!' and a hidden Goblin appears.
- 平台
mac· macOSwin· Windows- 应用
- RPG Maker MZ
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
G2· GUI 必要- 交互原语
type· 文字与表单click· 指向与点击- 工作产物
WP02· 记录 / 表格- 条件
multiapp· 多应用- 提案难度
- 3 / 5
建议验证方式
Load data/Enemies.json: 10 rows equal xlsx values (all params, drops). data/Troops.json: troop members incl. 1 hidden Goblin; page condition turn 2, Show Text then Enemy Appear on the hidden index. Battle test harness confirms appearance at turn 2. No terminal, scripting runtime or text editor; data/*.json writes by processes other than the MZ editor are caught by a file-write audit log.
建议部分得分
50% enemy stats (5 points each); 20% troop composition; 30% turn-2 event
R06.10.01.04-T08 Reproduce the first three tower floors of a reference game
原始指令
Using RPG Maker XP, project MotaRemake: rebuild floors 1–3 of the reference tower game (reference/floor1–3.png and monster_stats.txt): 11x11 tile maps, stairs linking floors, colored key doors, and 8 monster types with exact stats, encountered as touch events that start battles. Save the project.
- 平台
win· Windows- 应用
- RPG Maker XP
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
G3· 仅 GUI- 交互原语
path· 连续路径drag· 拖放vis· 视觉判断type· 文字与表单- 工作产物
WP11· 游戏 / 仿真状态- 条件
long· 长流程- 提案难度
- 5 / 5
建议验证方式
Unmarshal Data/Map001–003.rxdata and Enemies.rxdata: tile arrays equal reference ≥95%; stairs transfer events link floors; key doors require matching items; monster stats exact. Scripted playthrough reaches floor 3 stairs. Agent has no terminal or Ruby interpreter; Data/*.rxdata writes by any process other than the RPG Maker XP editor are caught by a file-write audit log and score 0.
建议部分得分
35% three floor maps; 20% stairs and doors; 30% monster stats; 15% playthrough
R06.10.01.04-T09 Script an autorun cutscene with move routes and a branch
原始指令
RPG Maker MZ project VillageQuest, map 'Square'. Add an autorun event (runs once, then erases via switch 12): fade out/in, scroll camera 6 tiles up, Guard walks the route in cutscene.md, a conditional branch on variable 7 (Reputation ≥ 10) shows one of two lines, then sets switch 12 ON. Save.
- 平台
mac· macOSwin· Windows- 应用
- RPG Maker MZ
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
CL· CLI 足够- 交互原语
click· 指向与点击type· 文字与表单- 工作产物
WP11· 游戏 / 仿真状态- 条件
- 未声明
- 提案难度
- 4 / 5
建议验证方式
Map JSON event: trigger autorun, condition switch 12 OFF; command list contains fade out/in, Scroll Map up 6, Set Movement Route on Guard matching the route steps, Conditional Branch variable 7 ≥ 10 with both lines, Control Switches 12 ON. Playtest harness with var 7 = 5 and 12 checks text. No terminal or text editor; data/*.json writes by processes other than the MZ editor are caught by a file-write audit log.
建议部分得分
15% autorun/erase; 20% fade and scroll; 30% move route; 35% branch and playtest
R06.10.01.04-T10 Save a house as a structure and place it rotated elsewhere
原始指令
In the Minecraft Java world worlds/BuildTest (creative), use a Structure Block in Save mode to save the house at corner (100,64,200) size 9x7x9 as test:cottage, excluding entities. Then load it with a Structure Block at (140,64,200) rotated 90° clockwise. Save and quit the world.
- 平台
mac· macOSwin· Windowslin· Linux- 应用
- Minecraft Java Edition
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
CL· CLI 足够- 交互原语
click· 指向与点击type· 文字与表单nav· 平移 / 缩放 / 滚动- 工作产物
WP11· 游戏 / 仿真状态- 条件
- 未声明
- 提案难度
- 3 / 5
建议验证方式
generated/test/structures/cottage.nbt: size [9,7,9], palette and block list equal to source region, entities empty. Region files: blocks at destination equal source rotated 90° CW (block states rotated). Command log shows no /place or /clone usage. No terminal, NBT or world editors on the agent VM; region and .nbt writes by any process other than the Minecraft client are caught by a file-write audit log.
建议部分得分
40% structure saved correctly; 40% rotated placement; 20% no command shortcuts
R06.10.01.04-T11 Replace building materials in a world region with Amulet
原始指令
Open world worlds/Village in Amulet Editor. Inside box (0,60,0)–(63,100,63) replace all oak_planks with spruce_planks and oak_stairs with spruce_stairs preserving facing/half, without touching chest contents or blocks outside the box. Save the world.
- 平台
mac· macOSwin· Windowslin· Linux- 应用
- Amulet Editor
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
CL· CLI 足够- 交互原语
click· 指向与点击geom· 精确几何- 工作产物
WP11· 游戏 / 仿真状态- 条件
- 未声明
- 提案难度
- 3 / 5
建议验证方式
Diff region files vs original: inside box all oak planks/stairs replaced with matching state properties; zero changes outside box; chest NBT items identical. Count of replaced blocks equals expected. Amulet's custom Python operation plugins are removed and the agent has no terminal or Python; region writes by other processes are caught by a file-write audit log.
建议部分得分
35% planks replaced; 35% stairs with states; 20% no changes outside; 10% chests intact
R06.10.01.04-T12 Build a walled courtyard with WorldEdit and copy a corner tower
原始指令
Minecraft Java with WorldEdit, world worlds/Keep. Build a 31x31 courtyard centred on (0,64,0): stone_bricks walls 6 high, a cobblestone floor, then copy the tower template at (100,64,100) (7x12x7) and paste it centred on each of the 4 courtyard corners. Save.
- 平台
mac· macOSwin· Windowslin· Linux- 应用
- Minecraft Java Edition · WorldEdit
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
CL· CLI 足够- 交互原语
type· 文字与表单nav· 平移 / 缩放 / 滚动geom· 精确几何- 工作产物
WP11· 游戏 / 仿真状态- 条件
- 未声明
- 提案难度
- 3 / 5
建议验证方式
Region scan: wall perimeter 31x31 stone_bricks, 6 high, gaps none; floor cobblestone inside; four tower copies equal template block-for-block at corner-centred offsets. Air elsewhere unchanged. WorldEdit CraftScripts (/cs) and RCON are disabled, the agent has no terminal or world editors, and region writes by other processes are caught by a file-write audit log.
建议部分得分
30% walls; 15% floor; 45% four towers exact; 10% no stray edits
R06.10.01.04-T13 Build a leak-free Quake room with a sliding door in TrenchBroom
原始指令
In TrenchBroom (Quake, ericw-tools) create maps/lab.map: two 256x256 rooms joined by a 128-long corridor, a func_door in the corridor (speed 100, lip 8, opens up), info_player_start in room 1, three lights (300) and a trigger_changelevel in room 2. Compile with qbsp/vis/light to lab.bsp without a leak.
- 平台
mac· macOSwin· Windowslin· Linux- 应用
- TrenchBroom
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
CL· CLI 足够- 交互原语
drag· 拖放geom· 精确几何click· 指向与点击- 工作产物
WP11· 游戏 / 仿真状态- 条件
- 未声明
- 提案难度
- 4 / 5
建议验证方式
Parse .map: brushes form two rooms and corridor within 16 units; func_door keys exact; entity counts. Compile logs: no 'leaked', no lab.pts; light ran. lab.bsp loads in a headless Quake engine and bot reaches changelevel through the door. Agent has no terminal or text editor; lab.map writes by any process other than TrenchBroom are caught by a file-write audit log and score 0.
建议部分得分
30% geometry; 20% door entity; 20% entities/lights; 30% compiles leak-free and passes
R06.10.01.04-T14 Make and compile a sealed Source map in Hammer
原始指令
Using Hammer (Source SDK 2013 MP / Hammer++), create mapsrc/arena.vmf: a sealed 1024x1024x384 room with a 128-unit raised platform and ramp, info_player_teamspawn x2, a light_environment-free interior lit by 4 light entities, and a prop_physics crate. Compile with VBSP/VVIS/VRAD (normal) to arena.bsp with no leaks.
- 平台
win· Windows- 应用
- Hammer++
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
CL· CLI 足够- 交互原语
drag· 拖放geom· 精确几何click· 指向与点击- 工作产物
WP11· 游戏 / 仿真状态- 条件
- 未声明
- 提案难度
- 4 / 5
建议验证方式
Parse VMF: room bounds ±16 units, platform and ramp brushes, entity classes and counts. Compile log: no LEAK, VVIS and VRAD completed; arena.bsp present with lighting lump non-empty. Agent has no terminal or text editor; arena.vmf writes by any process other than Hammer are caught by a file-write audit log and score 0.
建议部分得分
30% room and platform; 25% entities; 45% clean compile with lighting
R06.10.01.04-T15 Script a region spawn trigger in the Warcraft III World Editor
原始指令
Open maps/Outpost.w3x in the Warcraft III World Editor. Create region 'Gate' around the north gate, and a GUI trigger: when a unit owned by Player 1 enters Gate, create 3 Footmen for Player 2 at region 'Barracks' facing 270°, ping the minimap, and disable the trigger. Save the map.
- 平台
mac· macOSwin· Windows- 应用
- Warcraft III World Editor
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
G2· GUI 必要- 交互原语
drag· 拖放click· 指向与点击type· 文字与表单- 工作产物
WP11· 游戏 / 仿真状态- 条件
- 未声明
- 提案难度
- 3 / 5
建议验证方式
Extract war3map.w3r and war3map.wtg/j from the MPQ: region Gate bounds cover gate tiles; trigger event, condition owner==Player 1, actions CreateNUnitsAtLoc(3,'hfoo',Player 2,Barracks,270), PingMinimap, DisableTrigger. Map loads in headless validator. Agent has no terminal, MPQ or JASS tools; Outpost.w3x writes by any process other than World Editor are caught by a file-write audit log and score 0.
建议部分得分
20% region; 30% event and condition; 40% actions; 10% map saved valid
R06.10.01.04-T16 Add a vendor NPC with custom stock in the Creation Kit
原始指令
In the Skyrim Special Edition Creation Kit, create plugin TestVendor.esp: a new NPC 'Hilde Ashvale' (Nord, female) placed in Whiterun's Drunken Huntsman, member of a new vendor faction with buy/sell flags for potions and ingredients, a merchant chest containing items in stock.csv, and the vendor active 8:00–20:00. Save the plugin.
- 平台
win· Windows- 应用
- Creation Kit
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
G2· GUI 必要- 交互原语
click· 指向与点击type· 文字与表单drag· 拖放- 工作产物
WP11· 游戏 / 仿真状态- 条件
long· 长流程- 提案难度
- 5 / 5
建议验证方式
Parse TestVendor.esp records: NPC_ with name/race/sex; REFR in the Huntsman cell; FACT with vendor flags, item-type keywords, hours 8–20, merchant container REFR; CONT items equal stock.csv. No edits to vanilla records beyond the cell placement. xEdit and other plugin editors are absent and there is no terminal; .esp writes by processes other than CreationKit.exe are caught by a file-write audit log.
建议部分得分
20% NPC record; 15% placement; 35% vendor faction settings; 30% stock and clean plugin
R06.10.01.04-T17 Fix all Map Analysis errors in a broken Doom map
原始指令
maps/broken.wad (Doom 2 format) has unclosed sectors, missing upper/lower textures, overlapping vertices, things stuck in walls and a 2-sided line with no back sector. In Ultimate Doom Builder use Map Analysis to fix every reported issue without deleting rooms, then save with nodes built.
- 平台
win· Windows- 应用
- Ultimate Doom Builder
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
CL· CLI 足够- 交互原语
click· 指向与点击vis· 视觉判断nav· 平移 / 缩放 / 滚动- 工作产物
WP11· 游戏 / 仿真状态- 条件
hidden· 隐藏 / 过期状态- 提案难度
- 3 / 5
建议验证方式
Re-run UDB map-analysis rules via standalone checker: 0 errors. Sector count ≥ original minus merged duplicates; room polygons cover ≥98% original area; all things inside valid sectors with radius clearance; NODES rebuilt. UDBScript plugin is removed and the agent has no terminal; .wad writes by any process other than Builder.exe are caught by a file-write audit log and score 0.
建议部分得分
40% structural errors fixed; 20% textures fixed; 20% things fixed; 20% rooms preserved
R06.10.01.04-T18 Configure plugins and deploy an RPG Maker game for web
原始指令
RPG Maker MZ project VillageQuest. In the Plugin Manager enable the 4 plugins in plugins_list.md in the listed order with the given parameters (text speed 2, window opacity 200, font size 26), disable DebugTools, then Deploy for Web/Browsers to dist/web excluding unused files.
- 平台
mac· macOSwin· Windows- 应用
- RPG Maker MZ
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
CL· CLI 足够- 交互原语
click· 指向与点击type· 文字与表单drag· 拖放- 工作产物
WP06· 代码 / 工程- 条件
- 未声明
- 提案难度
- 3 / 5
建议验证方式
js/plugins.js in project: plugin order and status exact, parameters equal. dist/web/index.html runs in headless Chromium to title screen with no console errors; unused-file exclusion reduced asset count vs full set. Agent has no terminal or text editor; js/plugins.js and dist/ writes by any process other than the RPG Maker MZ editor are caught by a file-write audit log.
建议部分得分
35% plugin order/status; 25% parameters; 30% web build runs; 10% unused excluded
R06.10.01.04-T19 Create the Potion NPC by editing map JSON (control pair of T05)
原始指令
Control pair of T05. Without opening the RPG Maker editor, add the same Elder NPC event (two pages, Potion once, Self Switch A) to data/Map003.json of VillageQuest using a script or text editor, keeping the JSON loadable by the editor and engine.
- 平台
mac· macOSwin· Windowslin· Linux- 应用
- RPG Maker MZ
- 交互表面
term· 终端- GUI 需求 · 任务设定
CL· CLI 足够- GUI 需求 · 普通权限
CL· CLI 足够- 交互原语
code· 代码与命令- 工作产物
WP11· 游戏 / 仿真状态- 条件
- 未声明
- 提案难度
- 2 / 5
建议验证方式
Same structural checks and playtest harness as T05; JSON parses and the project opens in the editor without repair prompts.
建议部分得分
60% event structure; 25% playtest; 15% project still loads
R06.10.01.04-T20 Build a complete three-key Doom level to a design brief
原始指令
In Ultimate Doom Builder build maps/MAP01.wad (UDMF, GZDoom) per brief_map01.md: hub with 3 wings, blue/yellow/red key progression, 8 secret sectors, 40+ monsters split by skill flags (easy ≤25, hard ≥40), ammo balance per the brief's table, and an exit room. Build nodes and save.
- 平台
win· Windows- 应用
- Ultimate Doom Builder
- 交互表面
desk· 桌面 GUI- GUI 需求 · 任务设定
G3· 仅 GUI- GUI 需求 · 普通权限
CL· CLI 足够- 交互原语
drag· 拖放geom· 精确几何click· 指向与点击nav· 平移 / 缩放 / 滚动- 工作产物
WP11· 游戏 / 仿真状态- 条件
long· 长流程- 提案难度
- 5 / 5
建议验证方式
Parse map: key-lock graph enforces brief order with no bypass; 8 sectors with secret flag each reachable; monster counts per skill flags; ammo/health totals within brief ranges; exit reachable. GZDoom bot run with keys order reaches exit. UDBScript plugin is removed and the agent has no terminal; .wad writes by any process other than Builder.exe are caught by a file-write audit log.
建议部分得分
30% key progression; 15% secrets; 20% monster counts per skill; 35% ammo balance and playable to exit
已有研究映射
以下沿用研究目录中的基准与小类映射,不是逐题标注、执行记录或产品背书。