Core

Hammerite builds a carved world. The map starts as solid rock and you carve rooms out of it with air brushes. Walls, floors, openings, and which rooms connect all follow from the carve, and are worked out again after every edit.

A small carved level: two rooms joined by a corridor, lit by a bake
A small carved level: two rooms joined by a corridor, lit by a bake

Read The carved world first. Most building mistakes come from treating a Hammerite map as walls built in a void.

What the core section covers

This section says what things are and what they mean for the level. The Editor section says how to make them.

Page What it covers
The carved world Solid by default, the three tiers, brush order, overlap to extend and abut to divide
Rooms and portals Cells, rooms, openings, naming doorways, interior and exterior
Fills Filling a room with water
Entities Point entities, brush entities, lights, props, decals
Textures Texture names, texture scale, and the !, sky_ and _emission conventions
Lighting Lights, sky and daylight, emissive surfaces, water, bounce
Baking What a bake produces, when it is out of date, bake warnings
Variants One map in several states
Terrain Sculptable ground made of detail
Glossary Every term, one line each

Other sections

  • Editor: building, texturing, placing entities, baking in the editor.
  • Audio: how sound travels through the rooms you carve.
  • Navigation: where guards and other agents can walk.

Hammerite 2.0 · built from 6d57ab2d, 2026-10-17