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level_design_place_2d

Fill a 2D tilemap: terrain with proper corner transitions, decorations, obstacles and multi-tile stamps; Tiled .tmj, Unity Tilemap JSON and a preview. Price: $1.00 USDC via x402, charged only on success. Part of Level design: Level dressing for 3D games.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
planNo
seedNo
briefNo
layoutYes
presetNofantasy-village
densityNo
tilesetYes
tileRolesYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observed

TDQS

B3.1/5.0
Behavior3/5

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

With no annotations, the description carries the full burden, and it does add real behavioral value: the x402 paywall, the $1.00 cost, and the 'charged only on success' billing guarantee. However, it says nothing about determinism (the seed param), size limits, or failure modes, so the disclosure is partial.

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

Conciseness4/5

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

Three semicolon-delimited clauses with no filler, and the core action is front-loaded. The trailing 'Level dressing for 3D games' tag is mildly confusing on a 2D tool but costs little space.

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 an 8-parameter tool with nested objects, 0% schema coverage and no output schema or annotations, the description should do far more. It never explains coordinate conventions, tileset wiring, or how layout/plan interact, leaving an agent without enough to invoke it correctly.

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

Parameters2/5

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

Schema description coverage is 0% across 8 deeply nested parameters, so the description must compensate and largely does not. Mentioning terrain, decorations, obstacles and stamps loosely gestures at tileRoles, but layout, plan/zones, tileset, seed, preset, density and brief are never explained.

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?

Names a specific verb and resource ('Fill a 2D tilemap') and enumerates the actual outputs (Tiled .tmj, Unity Tilemap JSON, preview) plus the content types it places. An agent can tell this is the 2D counterpart to the 3D level_design_place, though the sibling is never named explicitly.

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

Usage Guidelines3/5

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

The '2D tilemap' framing and 'Level design' grouping imply when this applies, but there is no explicit when-to-use guidance, no exclusions, and no routing to alternatives like level_design_place or level_design_revise_2d. Usage is left to inference.

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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