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level_design_place

Dress a level: placements for every zone, previews and a 3D viewer link. Price: $1.00 USDC via x402, charged only on success. Part of Level design: Level dressing for 3D games.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
planNoOptional: skip the planner and solve this plan exactly.
seedNo
briefNo
layoutYes
presetNofantasy-village
catalogNo
densityNo
catalogIdNo
heightmapNo
targetEngineNounity

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observed

TDQS

C2.7/5.0
Behavior3/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

With no annotations, the description carries the full burden. It does usefully disclose pricing ('$1.00 USDC via x402, charged only on success'), a genuine behavioral trait. However, it says nothing about whether it mutates state, how seed affects determinism, what the previews/viewer link look like, or the payment flow, so it is incomplete for a tool of this complexity.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness3/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Three sentences; the pricing information is front-loaded and earns its place. The final 'Part of Level design...' sentence is redundant with the opening clause and could be cut without losing meaning.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness2/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a 10-parameter tool with nested objects, enums, no output schema, and no annotations, the description omits return format, layout-vs-plan precedence, catalog/asset semantics, and how the x402 payment is actually settled. It is not sufficient for an agent to invoke the tool correctly on first attempt.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters1/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema description coverage is only 10% across 10 parameters (layout, plan, catalog, seed, brief, preset, density, catalogId, heightmap, targetEngine), and the description explains none of them. The lone hint ('placements for every zone') does not clarify zones vs. plan vs. layout, leaving the agent to reverse-engineer a deeply nested schema.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

States a specific verb and resource ('Dress a level') plus concrete outputs (placements per zone, previews, a 3D viewer link), which implies it is the 3D counterpart to level_design_place_2d. The trailing 'Part of Level design: Level dressing for 3D games' largely restates the first clause and adds nothing.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines2/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

No guidance on when to use this over level_design_place_2d, level_design_catalog, or level_design_revise, and no preconditions are stated. The existence of four sibling level-design tools makes the absence of routing criteria a real gap.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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