callmemhz/godot-map-builder — explained in plain English
Analysis updated 2026-05-18
Sketch and texture a full 3D level inside the Godot editor without external tools.
Import a TrenchBroom .map file and continue editing it directly in Godot.
Bake a finished brush layout into an optimized scene with merged meshes and collision.
Apply a retro PlayStation-era visual style to a 3D level for a vintage look.
| callmemhz/godot-map-builder | godotengine/godot-docs-project-starters | kelpekk/juicee | |
|---|---|---|---|
| Stars | 33 | 39 | 26 |
| Language | GDScript | GDScript | GDScript |
| Last pushed | — | 2025-04-15 | — |
| Maintenance | — | Stale | — |
| Setup difficulty | easy | easy | easy |
| Complexity | 3/5 | 1/5 | 2/5 |
| Audience | developer | general | developer |
Figures from each repo's GitHub metadata at analysis time.
Requires Godot 4.7 or later, installation is a standard plugin copy into the addons folder.
Map Builder is a plugin for the Godot game engine, version 4.7 or later. It adds a level editor directly inside the Godot viewport, letting you sketch out and texture full 3D levels without switching to an external program. The workflow is inspired by classic tools like TrenchBroom and Quake-era editors, where you build maps out of solid convex shapes called brushes. The core idea is that the map you draw is already a Godot scene, so there is no export or import step between designing and playing. The main editing tools center around drawing and manipulating these solid brushes on a grid. You can drag out a box, push or pull a face to resize it, extrude faces outward to create new shapes, or carve inward to clip sections away. There are tools for editing individual vertices and edges, slicing brushes with a clip line, merging multiple brushes together, subtracting one brush from another to make doorways, and hollowing a solid block into walls. The plugin also provides parametric primitives like wedges, cylinders, arches, curved corridors, and configurable stairs. For texturing, Map Builder includes a material dock with a live preview of the selected face. You can paint textures per face, apply quick material stamps, and adjust offset, scale, and rotation in a Valve 220 style. The system detects PBR texture sets automatically, keeps textures locked to the world during edits, and offers one-click UV resets. You can also import existing .map files from TrenchBroom, scaled to match common Godot conventions. When your layout is done, a single bake command converts the entire map into an optimized scene with merged meshes and generated collision, ready to drop into your game. An optional retro rendering module provides a PlayStation-era visual style, with low-resolution upscaling, texture downsampling, color grading, and several preset look-up tables. Every editing action goes through Godot's undo system. The project is MIT licensed and sponsored by MakePlay.ai.
A Godot 4 plugin that lets you build and texture 3D game levels directly inside the editor using solid shapes called brushes, with no export step needed.
Mainly GDScript. The stack also includes GDScript, Godot 4.
Use freely for any purpose, including commercial use, as long as you keep the copyright notice.
Setup difficulty is rated easy, with roughly 5min to a first successful run.
Mainly developer.
This repo across BitVibe Labs
Verify against the repo before relying on details.