A Luyudo Softworks experiment · Top-down maps

Show how
your level plays.

Draw the space. Map the choices. Show what happens where. Give your team a level plan they can explore, before you build it in-engine.

Experimental, not a commercial product. Free to try—we encourage you to use it and share what you make.

Export a standalone .html viewer to share, or a .datum file to keep editing.

TIDEWATCH / SINGLE-PLAYER MISSIONActual Levelwright Viewer capture
Tidewatch: a route connects the arrival quay, power relay, raised signal deck and rescue pier.Open the interactive map ↗
The whole idea, in one plan. Restore power. Climb to the signal. Open the sea gate and reach the boat.
01Read the space

See the rooms, heights and connections.

02Follow the player

Trace a route and inspect its gameplay beats.

03Understand the intent

Use saved views to see what the designer means.

A plan your team can read

The layout and the
reason behind it.

A floor plan tells you where the rooms are. A Levelwright plan also carries the route, the encounter, the locked door and the decision that makes that room matter.

Crosscurrent’s north walk, central court and south channel shown as three distinct connected lanes.
Space

Make the layout legible.

Block out floors, rooms and cover at a consistent scale. Keep height changes and traversal connections in the same plan. Mirror geometry when the design calls for it.

Crosscurrent with its north flank selected, showing the longer route around the central crossing.
Choice

Show why a route exists.

Make the direct approach and the flank easy to compare. For missions, distinguish required progression, an example playthrough and an optional detour.

The saved signal-deck view in Tidewatch, showing the raised platform and its connection to the harbour.
Intent

Save the explanation
with the view.

A named camera view, the right floor, a short caption. Give reviewers a useful place to start, then let them explore. Update the view as the layout changes.

Beats in the right place.

Attach encounters, objectives and quiet moments to the map. Inspect authored intensity alongside estimated movement time. Give return visits their own notes and scores.

Dependencies you can read.

Explain what opens a door or advances an objective. Show whether it needs every prerequisite or any one of several alternatives.

Context that travels.

Attach reference images to areas and keep them in the project. Export a read-only HTML Viewer so the recipient can explore the plan without opening the editor.

A planning tool for design conversations. Movement times depend on your chosen metrics; intensity is authored. Playtesting still happens in the game.

Original example maps

Two designs.
Two clear questions.

A focused mission and a small arena. Start with the idea, then follow the route and inspect the spaces that support it.

Explore Tidewatch, an original coastal rescue mission.
MISSION · 2 ELEVATIONS · 3 SAVED VIEWS

Tidewatch

How do you make a visible destination feel earned? Restore the relay, climb to the signal and unlock the final approach.

Explore the mission ↗
Explore Crosscurrent, an original arena with three lanes and a central objective.
ARENA · 3 LANES · 2 ROUTE STUDIES

Crosscurrent

When is the longer route worth taking? Compare the direct contest with a resource-bearing flank into the central relay.

Explore the arena ↗

From an idea to a useful review

Build a plan.
Give it something to say.

Set the intent

State the objective and the choice you want the player to make.

Shape the space

Draw the floor plan, set elevations and connect the playable areas.

Map the experience

Add routes, pins, prerequisites and the beats you want to discuss.

Share the read

Save the useful views. Export Viewer and send the HTML file.

For designers, students and their teams

Make your next review
about the level.