MapChisel Documentation

Learn how to build, test, save, and export 3D level layouts with MapChisel.

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Getting Started with MapChisel

MapChisel is a standalone Windows application for creating and testing 3D level layouts. Build the first version of a space in MapChisel, then continue in Godot or another compatible workflow.

Availability

A Windows Application

MapChisel is available for Windows. Visit the Download page for the release that is currently available.

First Launch

Start with a New Empty Level

The editor opens with a new level and one default layer. Use the toolbar to choose a building tool, use the sidebar to change settings, and create the layout in the 3D viewport.

01

Choose a tool

Begin with Select block or choose a floor, wall, stairs, ramp, or opening tool.

02

Build in the viewport

Use the active tool to create the structure of your level.

03

Refine and test

Select objects to edit their settings, then enter Test Mode when the layout has a floor.

Interface Overview

Know Where Everything Lives

The editor keeps the building tools, object settings, and 3D view in one focused workspace.

MapChisel editor showing the toolbar, sidebar, and a 3D room layout

Main toolbar

Project actions, Test, selection, building tools, Add Opening, and Full Version access.

Left sidebar

Level name, layers, current tool settings, and the inspector for selected objects.

3D viewport

Build the layout, see previews, select objects, and navigate around the level.

Status bar

Shows the active layer, active tool, selection information, and useful feedback.

Basic Workflow

From First Layout to Export

Build the structure, inspect the space, refine the layout, and export when it is ready.

  1. 01

    Build the base

    Create floors for rooms, corridors, and platforms.

  2. 02

    Shape the space

    Add walls, stairs, ramps, openings, and optional doors.

  3. 03

    Refine the layout

    Select objects, adjust visible settings, and organize the level with layers.

  4. 04

    Test the level

    Enter Test Mode to inspect the space from a first-person view.

  5. 05

    Save or export

    Save the editable project or export the finished layout with the Full Version.

  6. 06

    Keep iterating

    Return to the editor, refine the layout, and test it again whenever needed.

Core Tools

Build the Essential Structure

Use focused tools to create the shape, routes, height changes, and connections of your level.

Floors

Create rooms, corridors, platforms, and the main shape of the layout.

Walls

Define spaces, boundaries, routes, and supported doorway locations.

Stairs

Connect different heights with clear stepped paths.

Ramps

Add smooth height changes and sloped routes.

Openings & Doors

Create entrances, exits, and optional linked doors between spaces.

Layers

Keep larger layouts clear and organized as the level grows.

Floor Tools

Start with the Walkable Space

Use floors to define the rooms, corridors, and platforms that form the base of the level.

Grid Floor

Choose Grid Floor, then left-drag across the grid to create an axis-aligned floor area.

Point Floor

Choose Point Floor, place three or four unique points, then press Enter to confirm the shape.

Available settings

Tile size, thickness, and color control new floors. After selection, you can adjust position, size, color, and height offset.

Point Floor controls

Use Backspace to remove the last point. Use Escape to cancel the current points. Very small point-floor areas are rejected.

Wall Tools

Define Rooms, Boundaries, and Routes

Walls shape the space and provide the surface used by openings and linked doors.

Grid Wall

Left-drag near a grid edge to create modular wall segments.

Rectangle Walls

Drag two opposite corners to create the outer wall perimeter.

Point Wall

Choose two endpoints to create one straight wall at an arbitrary angle.

Available settings

Set segment length, wall height, thickness, and color. Selected walls also expose position, orientation or endpoints, and height offset.

Important

Deleting a wall also removes openings attached to that wall and their linked doors. Point walls with endpoints too close together are rejected.

Stairs

Connect Heights with Stepped Paths

Use stairs when the level needs a clear stepped route between two heights.

Create stairs

Choose Grid Stairs or Free Stairs. Hover to preview, left-drag to set the width, then release to create. Middle-drag rotates the active preview.

Choose the shape

Grid Stairs use right-angle directions. Free Stairs allow an arbitrary direction.

Adjust the settings

Set rotation, width, total height, preferred step height, preferred step depth, optional filled base, color, and height offset.

Review the result

The sidebar shows the calculated step information so you can check the result before creating or editing the stairs.

Ramps

Create Smooth Height Changes

Ramps create sloped routes between heights. Their preview and width controls work like stairs.

Grid and Free Ramp

Choose Grid Ramp for right-angle directions or Free Ramp for an arbitrary direction. Left-drag sets width and middle-drag rotates the preview.

Ramp presets

Choose Walk, Slide, or Custom. The preset controls the visible slope options and the ramp behavior used in Test Mode.

Walk and Slide

Walk ramps are designed for normal movement. Slide ramps push the player downhill in Test Mode.

Available settings

Adjust width, height, length, slope, rotation, color, and height offset.

Openings & Doors

Connect Spaces Through a Wall

Use Add Opening while hovering a supported wall. The preview becomes placeable only when a wall can accept the opening.

Opening options

Choose a custom opening height or extend it to the top of the wall. Add an optional frame and adjust the opening width, height, colors, and frame settings.

Optional linked door

Enable Has Door to add a door to the opening. Selecting the doorway normally lets you edit the opening and linked door together.

Test Mode behavior

Linked doors open vertically when the player approaches and close after the player leaves.

Deleting a doorway

Deleting an opening removes its linked door. Deleting its supporting wall removes the attached opening and linked door.

Selection & Editing

Refine the Layout as You Work

Select an object to open its inspector in the sidebar. The available fields depend on the selected object.

ActionResult
Left click in Select blockSelect one object.
Ctrl + left clickToggle objects in a multi-selection.
SpaceQuickly select the object under the pointer.
Ctrl + SpaceToggle quick multi-selection.
Click empty spaceClear the current selection.
Delete or Delete SelectedRemove the selected object or objects without a confirmation dialog.

Layers

Keep Larger Layouts Organized

Layers organize objects at different base heights. The active layer controls where new content is created.

Create and select

Use the layer controls or the viewport layer menu to add and activate layers. Selecting a layer clears the current object selection.

Name and height

Give a layer a useful name and adjust its base height when the layout needs another level.

Move down

Move one supported selected object into a new lower layer. Attached openings and doors move with a wall.

Removing layers

At least one layer must remain. Removing a layer removes the content in that layer without a second confirmation.

Camera & Controls

Navigate the 3D Viewport

Use the mouse directly in the viewport to inspect the layout from different angles.

InputAction
Middle mouse dragOrbit the editor camera.
Right mouse dragPan the view.
Right click without draggingOpen the layer menu.
Mouse wheel upZoom in.
Mouse wheel downZoom out.
Middle mouse drag during stairs or ramp previewRotate the active preview.

Test Mode

Preview the Space Before Exporting

Test Mode creates a temporary first-person preview of the current level. Add at least one floor before entering Test Mode.

WASD

Move

Move through the level from a first-person view.

Shift

Sprint

Hold Shift while moving to sprint.

Mouse

Look around

Move the mouse to look. Click to recapture the mouse when needed.

Escape

Return to the editor

Press Escape to leave Test Mode and return to the layout.

Saving & Exporting

Keep Editing or Move into Your Workflow

Saving and exporting require the Full Version. Choose a normal writable folder for your project or export files.

.tres

MapChisel Project

Save the editable MapChisel project. Load this format later to continue editing the level.

.tscn

Static Godot Scene

Export generated level geometry and collision for continued development in Godot. Doors remain static.

.tscn

Playable Godot Scene

Export a ready-to-run inspection scene with player movement, environment, and automatic door behavior.

.json

JSON Data

Export structured level information for custom tools and workflows. This format is export only.

.glb

GLB Model

Export visible level geometry and color materials for compatible 3D tools and engines.

Full Version

Activate the Full Version

Use the Full Version panel when you have received a license file for your computer.

  1. 01

    Open Full Version.

  2. 02

    Copy the displayed Computer Code.

  3. 03

    Choose Load License File and select the license supplied for that computer.

  4. 04

    Confirm that the Full Version is unlocked before saving or exporting.

Troubleshooting

Common Questions While Building

ProblemWhat to do
An opening cannot be placed.Hover a supported wall before clicking.
A point wall is rejected.Move the two endpoints farther apart.
A point floor is rejected.Use three or four distinct points and create a larger area.
Test Mode is unavailable.Add at least one floor to the level.
A layer cannot be removed.Keep at least one layer in the level.
A project cannot be loaded.Choose a valid editable MapChisel project file.
Saving or exporting fails.Choose a normal writable folder and confirm that the destination is available.
A door does not react in Test Mode.Confirm that the opening has a linked door and that the player can approach it.