docs: community mapmaking documentation (7-file SDK guide)

- docs/mapmaking/00-index.md — SDK overview with workflow diagram
- docs/mapmaking/01-getting-started.md — template setup & first map
- docs/mapmaking/02-building-geometry.md — CSG guide & prefab reference
- docs/mapmaking/03-lighting-and-env.md — LightmapGI baking guide
- docs/mapmaking/04-validation.md — validator CLI & CI/CD usage
- docs/mapmaking/05-packaging-and-shipping.md — .pck pipeline
- docs/mapmaking/06-faq-and-troubleshooting.md — 30+ common issues
- README.md — add mapmaking SDK link to features list
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# Packaging & Shipping
Once your map is built, validated, and baked, it's time to publish it to the
world. Tactical Shooter uses the **PCK** (Godot Resource Pack) format — the map
is packaged as a `.pck` file, uploaded to a registry server, and clients
download it automatically when they join a server running that map.
## Pipeline Overview
```
┌──────────┐ ┌──────────────┐ ┌──────────────┐ ┌────────────┐
│ pack_map │ → │ .pck + .json │ → │ Map Registry │ → │ Client │
│ .gd │ │ files │ → │ Server │ → │ Downloader │
└──────────┘ └──────────────┘ └──────────────┘ └────────────┘
(editor (artifacts) (HTTP serving) (autoload)
tool)
```
## Step 1: Package the Map
The `pack_map.gd` script (at `scripts/map_packaging/pack_map.gd`) is a Godot
editor tool that exports a `.tscn` scene as a standalone `.pck` resource pack.
### Usage
From the **map template project** (not the main game project):
```bash
cd maps/my_first_map/
godot --headless --script /path/to/scripts/map_packaging/pack_map.gd \
--map=res://de_my_map.tscn
```
> Replace `/path/to/` with the actual path to the tactical-shooter repository
> root, or copy `pack_map.gd` into your map project's `scripts/` directory.
### What It Does
1. Loads the specified `.tscn` scene
2. Recursively collects all dependencies (materials, textures, meshes, etc.)
3. Exports them to `user://packed_maps/de_my_map.pck`
4. Writes a metadata file `user://packed_maps/de_my_map.json`
### Output Files
```
user://packed_maps/
├── de_my_map.pck # Binary resource pack (~110 MB for a typical map)
└── de_my_map.json # JSON metadata (machine-readable)
```
**Metadata example** (`de_my_map.json`):
```json
{
"map_name": "de_my_map",
"source_scene": "res://de_my_map.tscn",
"godot_version": {
"major": 4,
"minor": 2,
"string": "4.2"
},
"packed_at": "2026-06-25T14:30:00"
}
```
### Requirements
- The map scene must use **local resources** only (relative `res://` paths)
- External dependencies (game shared assets like weapon models, player
models) should stay in the base game — the `.pck` is **additive** content
- The `.pck` contains only the map's unique assets, not the entire game
### From the Editor
You can also run `pack_map.gd` from the Godot editor:
1. Open your map project in Godot
2. Open your map scene (`de_my_map.tscn`)
3. **Project → Tools → Pack Current Map** (if configured)
4. The script detects the active scene and exports it
## Step 2: Set Up the Map Registry Server
The registry server is a lightweight Python HTTP server
(`scripts/map_packaging/map_registry_server.py`) that:
- Serves `.pck` files for download
- Provides a JSON `/maps` endpoint listing available maps
- Auto-scans the maps directory every 5 seconds
- Computes and serves SHA-256 checksums for integrity verification
### Starting the Server
```bash
cd /path/to/tactical-shooter
# Default: port 8090, maps from ./packed_maps/
python3 scripts/map_packaging/map_registry_server.py
# Custom configuration
python3 scripts/map_packaging/map_registry_server.py \
--port 8080 \
--maps-dir /data/tactical-shooter-maps \
--verbose
```
**Environment variables:**
| Variable | Overrides | Default |
|----------|-----------|---------|
| `MAP_REGISTRY_PORT` | `--port` / `-p` | 8090 |
| `MAP_REGISTRY_MAPS` | `--maps-dir` / `-d` | `./packed_maps/` |
### API Endpoints
| Endpoint | Method | Description |
|----------|--------|-------------|
| `GET /` | — | Server info and endpoint documentation |
| `GET /maps` | — | JSON list of all available maps with metadata |
| `GET /maps/<name>.pck` | — | Download map `.pck` binary |
| `GET /maps/<name>.json` | — | Download per-map metadata |
| `OPTIONS /maps` | — | CORS preflight |
**Example responses:**
```
GET /maps
```
```json
{
"maps": [
{
"name": "de_dust2",
"size": 5432100,
"version": 1,
"description": "Classic competitive map",
"checksum_sha256": "a1b2c3d4...",
"packed_at": "2026-06-25T14:30:00"
}
],
"server_name": "Tactical Shooter Map Registry",
"server_version": "1.0.0",
"map_count": 1
}
```
```
GET /maps/de_dust2.pck
```
→ Returns the `.pck` binary file as an octet-stream download.
### Deployment Options
- **Local dev:** Run on the same machine as the game (default `127.0.0.1:8090`)
- **Server host:** Run on a public server alongside the master server
- **Docker:** Wrap in a Docker container for easy deployment
- **Systemd service:** Create a service file for production hosting
**Systemd service example:**
```ini
[Unit]
Description=Tactical Shooter Map Registry
After=network.target
[Service]
Type=simple
User=tactical
WorkingDirectory=/opt/tactical-shooter
ExecStart=/usr/bin/python3 scripts/map_packaging/map_registry_server.py \
--port 8090 --maps-dir /data/tactical-maps
Restart=on-failure
[Install]
WantedBy=multi-user.target
```
## Step 3: Upload Your Map
1. Copy the `.pck` and `.json` files to the registry server's maps directory:
```bash
cp user://packed_maps/de_my_map.pck /data/tactical-maps/
cp user://packed_maps/de_my_map.json /data/tactical-maps/
```
2. The server auto-detects new files within 5 seconds
3. Verify via `curl http://your-server:8090/maps`
## Step 4: Client Downloads
The client uses `MapDownloader` (autoload at `client/scripts/map_downloader.gd`)
to fetch and load maps at runtime.
### How It Works
1. Player joins a server that specifies a map name
2. The client checks its local cache (`user://maps/manifest.json`)
3. If the map is not cached, `MapDownloader.fetch_map_list()` polls
the registry server to verify the map exists
4. `MapDownloader.download_map(name)` downloads the `.pck` to `user://maps/`
5. `ProjectSettings.load_resource_pack()` loads it into the game
6. The server changes to the new level
### Map Caching
```
user://maps/
├── de_dust2.pck # Cached map binary
├── de_inferno.pck # Another cached map
└── manifest.json # Cache index
```
**Cache behaviour:**
- Maps are cached to disk after download (survives restarts)
- The manifest tracks version numbers for staleness checks
- `MapDownloader.remove_map(name)` clears a specific map
- `MapDownloader.clear_cache()` removes all cached maps
### Configuration
The `MapDownloader` autoload can be configured in-game:
```gdscript
# Set the registry server URL (override default http://127.0.0.1:8090)
MapDownloader.registry_url = "http://maps.myserver.com:8090"
```
The URL can also be set via the `MAP_REGISTRY_URL` environment variable,
which is read in `_ready()`.
### Signals
```gdscript
# Register for map lifecycle events
MapDownloader.map_list_loaded.connect(_on_map_list)
MapDownloader.map_download_progress.connect(_on_download_progress)
MapDownloader.map_download_complete.connect(_on_download_done)
MapDownloader.map_loaded.connect(_on_map_loaded)
```
## Full Pipeline Example
```bash
# 1. Package from the template project
cd maps/my_first_map
godot --headless --script ../../scripts/map_packaging/pack_map.gd \
--map=res://de_my_map.tscn
# 2. Start registry server
cd ../..
python3 scripts/map_packaging/map_registry_server.py --port 8090 &
# 3. Deploy map
cp ~/.local/share/godot/app_userdata/MapTemplate/packed_maps/de_my_map.pck \
scripts/map_packaging/packed_maps/
cp ~/.local/share/godot/app_userdata/MapTemplate/packed_maps/de_my_map.json \
scripts/map_packaging/packed_maps/
# 4. Verify
curl -s http://localhost:8090/maps | python3 -m json.tool
# 5. In-game: connect to server and play the map
```
## Next Steps
- [FAQ & Troubleshooting](06-faq-and-troubleshooting.md) — common issues