ENGINEERING REPORT · SEPTEMBER 2026

Ten worlds. One hundred edits.

Real starting briefs. Imagined follow-ups frozen before testing. Actual maps, failures, repairs and previews.

A substantially broader prototype; the full campaign is not finished. All ten historical starting briefs now produce saved geometry. Eight journeys reached their tenth edit. In the documented reference chains, 81 of 87 attempted edits were accepted. API credits ran out with 13 edits still unattempted and one quota-rejected request awaiting a retry. Accepted revisions are not a promise of visual or semantic success.

This report evaluates the separate local Map Studio. The public generator still delivers one complete Roblox place per request. Read the earlier three-journey review for the first editing baseline.

What we tested

Ten initial briefs were selected from a private historical request snapshot. We then wrote ten successive edits for each brief and froze all 110 inputs before campaign calls. Repeated historical prompts helped identify real revision patterns; repeated requests and backend failures are not evidence of user satisfaction.

Each journey has its own saved map. Every edit uses the preceding accepted revision. A rejected edit keeps that revision intact; later requests can consequently fail because a feature was never added. Replays preserve the frozen wording. Some reuse an exact accepted prefix or a previously paid model plan, with separate provenance and no duplicate cost charge.

Initial maps compiled
10 / 10
Frozen edits attempted
87 / 100
Edits accepted in reference chains
81 / 87
Exact exports audited
10
Measured API usage, all phases
$12.20
Accounted incl. unknown reservations
$14.30

This was an iterative engineering campaign across multiple pinned code versions, not a controlled before/after benchmark. The complete record contains 224 requests excluding inherited checkpoints and 256 actual provider calls, including corrections, failures and replays. Five calls retain conservative unresolved reservations. Successful edits across phases took a median 15.2 seconds (range 6.0–55.7); difficult creation attempts took several minutes. The reference chains below are explicitly selected evidence, not a random-sample reliability estimate. A later anime replay regressed to three rejected edits, demonstrating remaining model variability.

Where the prototype started

The earlier Map Studio already had shared preview/export geometry, atomic revisions, undo and reload recovery. New worlds still began with a harbor or player-plot recipe. That limited the range of briefs it could fulfill, while water, paths and references to earlier objects exposed weaknesses over successive edits.

What changed

The ten journeys

Descriptions below paraphrase the historical starting briefs. The follow-up prompts are our own test scenarios. “Applied” means the API accepted a saved revision; the assessment separately describes visual and semantic quality.

Classic studded wooden-house valley

Classic studded wooden-house valley

10 of 10 attempted edits applied; 10 planned. Recognizable studded buildings, targeted roof/light edits and a separate guest cabin. The world is oversized for a small hangout, paths retain coarse studs, and the tiny pond is nearly hidden by its bridge.

Actual local editor geometry preview: Classic studded wooden-house valley
Actual browser preview after scenario step 10; saved accepted geometry, not an illustrative rendering.

Review, 0–4: intent 3 · composition 2 · spatial consistency 2 · preservation 3 · local recovery/export 4. These are editorial judgments, not user ratings or native Studio certification.

Inspect the ten frozen edits and outcomes
  1. Give the wooden house a proper open doorway and two square windows. Keep its small retro shape.

    Applied Saved delta: 22 parts added, 0 changed, 23 removed. Review target: Walkable doorway, two windows, original footprint and style.

  2. Add a picnic table and exactly four stools in the clearing to the east of the house.

    Applied Saved delta: 32 parts added, 0 changed, 0 removed. Review target: One table, four separate stools east of house.

  3. Put a tiny blocky pond west of the house, away from the path and furniture.

    Applied Saved delta: 1 parts added, 5 changed, 0 removed. Review target: Visible water depression west; earlier furniture and path preserved.

  4. Add a simple wooden footbridge across that pond, wide enough for two players.

    Applied Saved delta: 13 parts added, 0 changed, 0 removed. Review target: Bridge spans the new pond with dry landings.

  5. Make the mountains at the back taller, but leave the house, pond and paths alone.

    Applied Saved delta: 0 parts added, 3173 changed, 0 removed. Review target: Northern ridge elevated; local objects retained and grounded.

  6. Put three old-fashioned square lanterns along the path from the house to the picnic table.

    Applied Saved delta: 18 parts added, 0 changed, 0 removed. Review target: Three distinct lanterns following that connection.

  7. Make those lanterns yellow instead of white, without changing their posts.

    Applied Saved delta: 0 parts added, 3 changed, 0 removed. Review target: Only the three lantern light components recolored.

  8. Add a second, smaller guest cabin on the south side, with a red roof and an open door.

    Applied Saved delta: 46 parts added, 0 changed, 0 removed. Review target: Distinct smaller cabin with red roof and accessible entrance.

  9. Change the first house roof to blue. Leave the guest cabin roof red.

    Applied Saved delta: 0 parts added, 3 changed, 0 removed. Review target: Long-range first-house reference resolved; second roof preserved.

  10. Make this a warm late-afternoon hangout and add two blocky bushes beside the footbridge.

    Applied Saved delta: 12 parts added, 0 changed, 0 removed. Review target: Afternoon environment plus two bushes; all accumulated features preserved.

Spaced desert compounds and fortified high ground

Spaced desert compounds and fortified high ground

0 of 0 attempted edits applied; 10 planned. The saved plan finally compiles after route, foundation and brush-bound fixes. Spaced compounds and fortified high ground are visible, but the ten follow-ups have not been run. Broad empty areas and abrupt plateaus still need composition work.

Actual local editor geometry preview: Spaced desert compounds and fortified high ground
Actual browser preview after scenario step 0; initial creation only.

Review, 0–4: intent 3 · composition 2 · spatial consistency 2 · preservation not yet tested · local recovery/export 4. These are editorial judgments, not user ratings or native Studio certification.

Inspect the ten frozen edits and outcomes
  1. Give the village a broad central street running north to south between the compounds.

    Not attempted — credits required Frozen target: Continuous traversable street; structures retained without overlap.

  2. Add a separate east-side flanking route that climbs up to the high ridge.

    Not attempted — credits required Frozen target: Readable connected alternate route climbing ridge.

  3. Put a small ruined watchtower at the top of that new route, with an opening players can enter.

    Not attempted — credits required Frozen target: Tower at route endpoint; usable opening.

  4. Add three low sand-colored cover walls beside the central street, with gaps between them.

    Not attempted — credits required Frozen target: Exactly three separated low walls; street still clear.

  5. Make those walls twice as long but keep their height and the gaps.

    Not attempted — credits required Frozen target: Walls length doubled, height and separations preserved.

  6. Carve a dry shallow wash along the western valley; do not add water.

    Not attempted — credits required Frozen target: Western dry depression; no new water.

  7. Build a short stone bridge where the main village approach crosses that wash.

    Not attempted — credits required Frozen target: Bridge crosses wash and connects dry approaches.

  8. Add a small flat-roofed command post near the southern entrance, with an accessible courtyard.

    Not attempted — credits required Frozen target: Command-post building/courtyard accessible; approach preserved.

  9. Recolor only the new watchtower dark sandstone so it stands out from the pale village.

    Not attempted — credits required Frozen target: Earlier watchtower recolored; village and command post unchanged.

  10. Open up the busiest village corner by removing nearby rocks and plants, but keep every building and route.

    Not attempted — credits required Frozen target: Localized clutter reduction; all structures/routes intact.

Six connected fantasy regions around ruins

Six connected fantasy regions around ruins

9 of 10 attempted edits applied; 10 planned. The capital wall/towers, five-cottage village, river, bridge and crystal shrine are recognizable. The shrine connection was rejected because it crossed a wall. Open regions remain sparse; this is not a verified traversable level.

Actual local editor geometry preview: Six connected fantasy regions around ruins
Actual browser preview after scenario step 10; saved accepted geometry, not an illustrative rendering.

Review, 0–4: intent 3 · composition 2 · spatial consistency 2 · preservation 3 · local recovery/export 4. These are editorial judgments, not user ratings or native Studio certification.

Inspect the ten frozen edits and outcomes
  1. Make the central ruined capital more recognizable with a broken circular wall and three tall ruined towers.

    Applied Saved delta: 40 parts added, 0 changed, 0 removed. Review target: Central broken wall and exactly three landmark towers.

  2. Create a broad road from the southern plains through a gap in that wall into the capital.

    Applied Saved delta: 74 parts added, 0 changed, 0 removed. Review target: Connected road through open wall gap.

  3. Add a river through the eastern green hills, ending at the south coast; keep the continent connected.

    Applied Saved delta: 66 parts added, 664 changed, 26 removed. Review target: Continuous eastern river reaching coast; land connections remain.

  4. Bridge that river at the road crossing with a wide stone arch bridge.

    Applied Saved delta: 52 parts added, 0 changed, 0 removed. Review target: Bridge and connected road crossing without blocked span.

  5. Add an abandoned village of five small cottages in the northwest forest beside a clearing.

    Applied Saved delta: 123 parts added, 470 changed, 90 removed. Review target: Five cottages in NW with flat bases and circulation space.

  6. Make the northeast mountain peaks snowy without turning the rest of the continent white.

    Applied Saved delta: 12 parts added, 0 changed, 0 removed. Review target: Snow isolated to NE high peaks.

  7. Add a dark stone shrine and a small clearing in the southwest forest.

    Applied Saved delta: 15 parts added, 227 changed, 26 removed. Review target: Distinct SW shrine/clearing, existing regions preserved.

  8. Make the shrine taller and put a purple crystal on top of it.

    Applied Saved delta: 3 parts added, 6 changed, 0 removed. Review target: Vertical scale only plus visible crystal, shrine identity retained.

  9. Add a winding path connecting that shrine to the central ruins without cutting through the cottages.

    Rejected; map preserved The change could not be applied safely: Path crosses a collision body in Crownfall_Broken_Circular_Wall_edit1_0_0 (WallArc_SW); route around it or approach its open doorway Frozen target: SW-to-center connected path; NW village intact.

  10. Give the three capital towers warm golden tops and add a few banners along the southern road.

    Applied Saved delta: 20 parts added, 3 changed, 0 removed. Review target: Original three towers resolved after many turns; road banners and region identity retained.

Enclosed glacial lake with one mountain pass

Enclosed glacial lake with one mountain pass

8 of 10 attempted edits applied; 10 planned. The enclosed lake and monastery form the strongest readable composition in this sample. The gatehouse was already present; a connecting path failed its grade check. The courtyard/stairs need native avatar testing.

Actual local editor geometry preview: Enclosed glacial lake with one mountain pass
Actual browser preview after scenario step 10; saved accepted geometry, not an illustrative rendering.

Review, 0–4: intent 3 · composition 3 · spatial consistency 2 · preservation 3 · local recovery/export 4. These are editorial judgments, not user ratings or native Studio certification.

Inspect the ten frozen edits and outcomes
  1. Build a small stone gatehouse across the only mountain pass, with an open archway to walk through.

    Already present The initial gatehouse already satisfied this request. The API returned a no-change explanation; it is not counted as an applied edit.

  2. Create a monastery on one of the high terraces overlooking the lake, with a courtyard.

    Applied Saved delta: 41 parts added, 0 changed, 0 removed. Review target: Monastery on defensible terrace; level courtyard.

  3. Add a winding path from the gatehouse up to that monastery.

    Rejected; map preserved The change could not be applied safely: Path Gatehouse_to_Skyhold_Monastery needs more than a small ground adjustment (7.2 studs); use grade=true, a longer route, or stairs Frozen target: Walkable connected climb; neither end blocked.

  4. Put a small wooden dock on the near shore of the lake.

    Applied Saved delta: 49 parts added, 0 changed, 0 removed. Review target: Dock extends over lake with dry landing.

  5. Add three pine trees near the dock, without blocking the path to it.

    Applied Saved delta: 15 parts added, 0 changed, 0 removed. Review target: Exactly three new pines by dock outside access.

  6. Make the tallest peak sharper and add snow to its upper half.

    Applied Saved delta: 2 parts added, 1155 changed, 0 removed. Review target: Sharper tallest peak and localized snow.

  7. Add a little ruined lookout on a different terrace across the lake from the monastery.

    Applied Saved delta: 19 parts added, 0 changed, 0 removed. Review target: Separate opposite-shore ruin on terrace.

  8. Make the gatehouse archway wider while keeping the surrounding mountains closed.

    Applied Saved delta: 0 parts added, 12 changed, 0 removed. Review target: Wider original opening, no new land pass.

  9. Add a stone stairway from the monastery courtyard to a small observation platform above it.

    Applied Saved delta: 68 parts added, 0 changed, 0 removed. Review target: Connected steps/platform, not floating or intersecting courtyard.

  10. Make the light a cold clear morning and turn only the monastery roofs slate blue.

    Applied Saved delta: 0 parts added, 10 changed, 0 removed. Review target: Morning and roof-only recolor; basin geography retained.

Four-biome flying-combat world

Four-biome flying-combat world

9 of 10 attempted edits applied; 10 planned. Regional recolors, three additional floating islands and the platform reference work. The larger-crater edit failed, and the accepted later crater exposed a missing-bed defect in that version. A final offline geometry fix covers the bed; this journey still needs a fresh complete retest.

Actual local editor geometry preview: Four-biome flying-combat world
Actual browser preview after scenario step 10; saved accepted geometry, not an illustrative rendering.

Review, 0–4: intent 2 · composition 2 · spatial consistency 1 · preservation 3 · local recovery/export 4. These are editorial judgments, not user ratings or native Studio certification.

Inspect the ten frozen edits and outcomes
  1. Make the four regions more distinct: orange desert, white snowy mountains, bright green training plains and dark gray cratered wasteland.

    Applied Saved delta: 0 parts added, 6620 changed, 0 removed. Review target: Four visible region-specific palettes, not global repaint.

  2. Add three floating rock islands above the green plains at different heights, with flat tops.

    Applied Saved delta: 18 parts added, 0 changed, 0 removed. Review target: Three visibly floating rock landforms with flat tops.

  3. Put a small circular training platform on the lowest of those floating islands.

    Applied Saved delta: 3 parts added, 0 changed, 0 removed. Review target: Platform supported on lowest new island, not ground below.

  4. Make the middle floating island twice as wide, keeping its altitude and the other two unchanged.

    Applied Saved delta: 0 parts added, 6 changed, 0 removed. Review target: Middle altitude identity, horizontal-only resize.

  5. Carve a larger crater in the wasteland with a raised broken rim.

    Rejected; map preserved The change could not be applied safely: Terrain edit would submerge an existing object; move or remove it first Frozen target: Large bowl/rim in correct biome.

  6. Add two huge rock arches in the desert, spaced apart so players can fly between them.

    Applied Saved delta: 20 parts added, 0 changed, 0 removed. Review target: Exactly two separate open arches, large scale.

  7. Put a simple abandoned training temple at the edge of the green plains, outside the open central building area.

    Applied Saved delta: 194 parts added, 302 changed, 0 removed. Review target: Temple outside reserved center, buildable center preserved.

  8. Connect the temple to the central area with a wide stone path and four short pillars along it.

    Applied Saved delta: 55 parts added, 498 changed, 16 removed. Review target: Continuous path and exactly four pillars.

  9. Turn the platform on the lowest floating island gold and give it a red border.

    Applied Saved delta: 4 parts added, 1 changed, 0 removed. Review target: Earlier platform resolved; only platform/border recolored.

  10. Add a second smaller crater beside the big one and switch to a dramatic purple dusk sky.

    Applied, visual defect The saved revision exposes missing bed geometry in a crater. The engine has an offline regression fix, but this is not counted as verified intent fulfillment.

Layered wetland channels, levees and backwaters

Layered wetland channels, levees and backwaters

9 of 10 attempted edits applied; 10 planned. The repaired initial scene removes the erroneous high bowls. A real carved channel, raised boardwalk, stilt shack, six swamp trees and supported deck furniture are visible. The final sandbar/morning transaction was rejected atomically. Water still looks flat and architectural.

Actual local editor geometry preview: Layered wetland channels, levees and backwaters
Actual browser preview after scenario step 9; saved accepted geometry, not an illustrative rendering.

Review, 0–4: intent 3 · composition 2 · spatial consistency 2 · preservation 3 · local recovery/export 4. These are editorial judgments, not user ratings or native Studio certification.

Inspect the ten frozen edits and outcomes
  1. Add a raised wooden boardwalk from the dry southern bank into the swamp, above the water.

    Applied Saved delta: 104 parts added, 0 changed, 0 removed. Review target: Continuous elevated boardwalk, dry entrance.

  2. Place a small fishing shack at the far end of that boardwalk, on stilts above the water.

    Applied Saved delta: 16 parts added, 0 changed, 0 removed. Review target: Shack at boardwalk end with visible supporting stilts.

  3. Make the main channel wider while preserving the boardwalk, shack and high banks.

    Applied Saved delta: 101 parts added, 1174 changed, 861 removed. Review target: Main channel width increases; supports and banks remain sensible.

  4. Add a narrow dark-water side bayou curving into the eastern backwater.

    Applied Saved delta: 36 parts added, 283 changed, 0 removed. Review target: Distinct curved dark side channel.

  5. Put six tall swamp trees around that side bayou, leaving the water route clear.

    Applied Saved delta: 60 parts added, 0 changed, 0 removed. Review target: Six new trees flank bayou; route unclogged.

  6. Add a tiny weathered boat tied beside the fishing shack.

    Applied Saved delta: 8 parts added, 0 changed, 0 removed. Review target: Boat afloat adjacent to shack, separate group.

  7. Extend the boardwalk with a short branch to an observation deck west of the shack.

    Applied Saved delta: 51 parts added, 0 changed, 0 removed. Review target: Connected branch/deck on west.

  8. Place a bench and two lanterns on that observation deck.

    Applied Saved delta: 16 parts added, 0 changed, 0 removed. Review target: Bench and two lanterns supported by deck.

  9. Make the fishing shack roof rusty red and its walls faded gray, leaving the deck unchanged.

    Applied Saved delta: 0 parts added, 7 changed, 0 removed. Review target: Component recolor of original shack; deck intact.

  10. Make this early morning with soft blue-green light, and add three muddy sandbars along the edge of the main channel.

    Rejected; map preserved The change could not be applied safely: Grounded objects must be placed on dry land: Main_Channel_Muddy_Sandbars, placement 0, X=-202.0, Z=-390.0, ground Y=-15.0. Move this placement to dry land; deliberately floating islands/boats need ground=false with absolute altitude. Frozen target: Morning lighting, three low bars by main channel; complete boardwalk preserved.

Forest trail revised toward a gentle looping horror walk

Forest trail revised toward a gentle looping horror walk

10 of 10 attempted edits applied; 10 planned. The loop, cabin, bridge, five lamps and nearest-lamp recolor persist through ten edits. The new stream has a bed and water geometry. The short walk remains tiny within a large map, and evening lighting is too dark for a confident navigation claim.

Actual local editor geometry preview: Forest trail revised toward a gentle looping horror walk
Actual browser preview after scenario step 9; saved accepted geometry, not an illustrative rendering.

Review, 0–4: intent 3 · composition 2 · spatial consistency 2 · preservation 3 · local recovery/export 4. These are editorial judgments, not user ratings or native Studio certification.

Inspect the ten frozen edits and outcomes
  1. Keep the forest and trail, but remove any mountains. I only want gentle hills, and a short trail you can walk in about 30 seconds.

    Applied Saved delta: 49 parts added, 26269 changed, 108 removed. Review target: Gentle terrain, short readable trail; duration is design intent, not claimed measured.

  2. Make the trail curve into a loop and return to the same clearing.

    Applied Saved delta: 93 parts added, 0 changed, 0 removed. Review target: Continuous loop returns to start.

  3. Put an abandoned wooden cabin beside the far side of the loop, with an open doorway.

    Applied Saved delta: 14 parts added, 0 changed, 0 removed. Review target: Cabin far from start, doorway accessible from trail.

  4. Add a shallow stream across the trail and a narrow wooden bridge over it.

    Applied Saved delta: 30 parts added, 165 changed, 1 removed. Review target: Stream/trail crossing bridged with landings.

  5. Put five old lamp posts along the loop, spaced out rather than clustered.

    Applied Saved delta: 40 parts added, 0 changed, 0 removed. Review target: Exactly five spaced lamp groups.

  6. Make only the lamp nearest the cabin red; leave the others warm yellow.

    Applied Saved delta: 0 parts added, 1 changed, 0 removed. Review target: Nearest-target singled out; four other lamps unchanged.

  7. Thin the trees right beside the bridge so you can see across the stream.

    Applied Saved delta: 0 parts added, 0 changed, 5 removed. Review target: Local removal only, open crossing sightline.

  8. Add a small ruined stone well in the starting clearing.

    Applied Saved delta: 12 parts added, 0 changed, 0 removed. Review target: Well in original start clearing; path preserved.

  9. Make the cabin roof sag on one side and board up one window, keeping its doorway usable.

    Applied Saved delta: 3 parts added, 1 changed, 0 removed. Review target: Visible asymmetry/window boards without blocking entrance.

  10. Set a dark blue evening mood, but keep the trail and bridge visible enough to navigate.

    Applied Saved delta: 0 parts added, 0 changed, 0 removed. Review target: Moody readable lighting; route still visible.

Eight spacious player plots around a central plaza

Eight spacious player plots around a central plaza

10 of 10 attempted edits applied; 10 planned. Eight distinct borders and open plot interiors remain readable, with the fountain, renovated shop, display pads, benches and flags. The radial layout is useful but visually sparse; some route endings need closer navigation checks.

Actual local editor geometry preview: Eight spacious player plots around a central plaza
Actual browser preview after scenario step 10; saved accepted geometry, not an illustrative rendering.

Review, 0–4: intent 3 · composition 2 · spatial consistency 3 · preservation 3 · local recovery/export 4. These are editorial judgments, not user ratings or native Studio certification.

Inspect the ten frozen edits and outcomes
  1. Give each of the eight base areas a different colored border. Leave their interiors empty and flat.

    Applied Saved delta: 0 parts added, 20 changed, 0 removed. Review target: Eight distinct borders, empty flat interiors preserved.

  2. Add a circular fountain in the middle of the plaza, leaving a wide ring to walk around it.

    Applied Saved delta: 9 parts added, 0 changed, 0 removed. Review target: Fountain centered, circulation remains.

  3. Make the separate shop a colorful open-front building with a striped canopy.

    Applied Saved delta: 40 parts added, 0 changed, 54 removed. Review target: Distinct shop with accessible open front and striped canopy.

  4. Add eight small display pads in the northernmost player base, arranged as two rows of four.

    Applied Saved delta: 16 parts added, 0 changed, 0 removed. Review target: Exactly eight pads, 2x4 inside only northernmost base.

  5. Make those pads twice as wide without overlapping them or crossing the plot border.

    Applied Saved delta: 0 parts added, 16 changed, 0 removed. Review target: Pad width doubled; repositioned only as necessary to fit.

  6. Add a little entrance arch to the hidden cave and a stepping-stone path leading to it.

    Applied Saved delta: 12 parts added, 0 changed, 0 removed. Review target: Recognizable cave entrance and connecting stones.

  7. Put four benches evenly around the fountain, facing toward it.

    Applied Saved delta: 24 parts added, 0 changed, 0 removed. Review target: Four inward-facing benches with circulation.

  8. Add two gentle grassy mounds beyond the southern bases, keeping all eight bases level.

    Applied Saved delta: 4 parts added, 972 changed, 0 removed. Review target: Two exterior mounds; every plot remains level.

  9. Change only the shop canopy to blue and white. Keep its walls and every player border the same.

    Applied Saved delta: 0 parts added, 12 changed, 0 removed. Review target: Canopy component recolor only.

  10. Add one small welcome flag at the entrance of each player base and use warm afternoon lighting.

    Applied Saved delta: 24 parts added, 0 changed, 0 removed. Review target: Exactly eight flags one per base, accumulated pads/borders/paths retained.

Buildable tropical city island with reserved future districts

Buildable tropical city island with reserved future districts

10 of 10 attempted edits applied; 10 planned. The café, enlarged terrace, avenues, pier, raised downtown area and separate offshore lookout island accumulate successfully. Palm canopies partly obscure the café, and simple road/deck geometry needs Studio polish.

Actual local editor geometry preview: Buildable tropical city island with reserved future districts
Actual browser preview after scenario step 9; saved accepted geometry, not an illustrative rendering.

Review, 0–4: intent 3 · composition 2 · spatial consistency 2 · preservation 3 · local recovery/export 4. These are editorial judgments, not user ratings or native Studio certification.

Inspect the ten frozen edits and outcomes
  1. Mark out a wide north-south avenue and an east-west avenue through the central city area.

    Applied Saved delta: 114 parts added, 0 changed, 0 removed. Review target: Crossed avenues leave generous flat building blocks.

  2. Build a long pier at one of the flat dock areas with a small roofed waiting shelter.

    Applied Saved delta: 89 parts added, 0 changed, 0 removed. Review target: Pier connects shore and shelter sits on it.

  3. Add a small beachside cafe beside the southern beach, with an open terrace facing the sea.

    Applied Saved delta: 41 parts added, 259 changed, 0 removed. Review target: Cafe beside southern beach, sea-facing accessible terrace.

  4. Make the downtown platform a little higher and connect it to the avenue with a gentle ramp.

    Applied Saved delta: 21 parts added, 523 changed, 0 removed. Review target: Higher downtown, graded connection, buildable flat top.

  5. Add a stone ring monument on top of the rocky portal hill. It only needs to be a static landmark.

    Applied Saved delta: 13 parts added, 0 changed, 0 removed. Review target: Open ring on designated hill; no unsupported functional claim.

  6. Plant six palm trees along the east-west avenue, spaced on both sides.

    Applied Saved delta: 126 parts added, 0 changed, 0 removed. Review target: Exactly six new palms, both sides, road clear.

  7. Add a small offshore update island to the east, with a sandy beach and a rocky center.

    Applied Saved delta: 381 parts added, 0 changed, 0 removed. Review target: Separate new eastern island, original island unchanged.

  8. Put a small lookout tower on that new island and give it a red roof.

    Applied Saved delta: 26 parts added, 0 changed, 0 removed. Review target: Tower specifically on new island, supported and red roof.

  9. Make the cafe terrace larger and add three tables while keeping the nearby beach open.

    Applied Saved delta: 40 parts added, 1 changed, 0 removed. Review target: Existing cafe terrace expands, three tables, beach not consumed.

  10. Use a tropical sunset and add two buoys marking a clear water approach to the original pier.

    Applied Saved delta: 8 parts added, 0 changed, 0 removed. Review target: Sunset/two water buoys; original city building areas intact.

Russian-language desert road, rusty gas station and old cars

Russian-language desert road, rusty gas station and old cars

6 of 7 attempted edits applied; 10 planned. The Russian-language sequence creates a gas station, diner, three additional cars and a dirt access road; one added car is recolored independently. Credits ran out on edit seven. The scene remains sparse and the final four requested changes are unfinished.

Actual local editor geometry preview: Russian-language desert road, rusty gas station and old cars
Actual browser preview after scenario step 6; saved accepted geometry, not an illustrative rendering.

Review, 0–4: intent 3 · composition 2 · spatial consistency 2 · preservation 3 · local recovery/export 3. These are editorial judgments, not user ratings or native Studio certification.

Inspect the ten frozen edits and outcomes
  1. Сделай у заправки навес и две старые бензоколонки, оставь свободный подъезд с дороги.

    Applied Saved delta: 18 parts added, 0 changed, 0 removed. Review target: Canopy/two pumps, clear road-to-station access.

  2. Добавь маленькую закусочную справа от заправки, с открытой дверью и красной вывеской.

    Applied Saved delta: 18 parts added, 0 changed, 0 removed. Review target: Diner right of station, open door/red sign.

  3. Поставь три ржавые машины на парковке рядом с закусочной, не на дороге.

    Applied Saved delta: 36 parts added, 0 changed, 0 removed. Review target: Exactly three new rusty cars in diner parking, road clear.

  4. Одну из этих трёх машин сделай синей, остальные оставь ржавыми.

    Applied Saved delta: 0 parts added, 12 changed, 0 removed. Review target: One of new trio blue, two rusty; pre-existing cars preserved.

  5. Проложи грунтовый съезд с основной дороги к закусочной и заправке.

    Applied Saved delta: 12 parts added, 0 changed, 0 removed. Review target: Connected dirt access to both buildings.

  6. Добавь невысокий каменистый холм за заправкой, не под зданиями.

    Applied Saved delta: 6 parts added, 216 changed, 0 removed. Review target: Rocky hill behind station; buildings/driveway retained and level.

  7. На вершине этого холма поставь старую водонапорную башню.

    Blocked by API credits Provider returned credit_balance_exhausted. The accepted map was preserved; retry after funding.

  8. Добавь пять кактусов вдоль дальнего края дороги, с промежутками между ними.

    Not attempted — credits required Frozen target: Five separated cacti at far road edge.

  9. Сделай вывеску закусочной жёлтой, а навес заправки тёмно-красным; машины не меняй.

    Not attempted — credits required Frozen target: Long-range diner-sign/station-canopy targets; cars unchanged.

  10. Сделай вечерний закат и поставь две скамейки у входа в закусочную.

    Not attempted — credits required Frozen target: Sunset and two benches at diner entrance without obstructing door.

A repair verified without another model call

Saved four-biome plan replay after restoring native terrain beds below lake and crater surfaces
The exact saved biome plans replayed through the final compiler: lake and crater floors now retain native geometry. Creation and nine edits applied; the unsafe crater expansion still rejected. The 9,054-part export matches this scene. This offline replay is separate from the model-test totals above.

Keeping paths above edited ground

A further offline check found that raising terrain could bury an existing path. On the saved eight-plot map, the same three-stud hill edit now moves 25 existing path pieces with the ground, preserving every part identity and the total of 21,311 parts. The export matches the revised scene exactly.

Before the path preservation fix, raised terrain hides the middle of an existing wooden path
Before: the ground rises while the path stays in place and becomes buried.
After the path preservation fix, the same path remains visible above the raised terrain
After: the same pieces follow the edited surface. Both views use the same camera.

Regression checks also cover lowering ground, moved and recolored paths, deleted paths, attached studs, stairs, fixed elevated decks and rejected flooding. A wet walking span needs a supported bridge. This is a compiler check with saved geometry and zero new model calls; the 100-edit campaign remains incomplete.

What the evidence does—and does not—show

All 91 accepted checkpoints in the reference chains rendered in the actual browser editor. Initial/final views and selected change close-ups were visually reviewed; every edit is not individually certified. Frozen prompts, base revisions and failed-request preservation passed the transaction audit. Ten exports independently match their accepted scenes across 221,432 native parts: IDs, classes, positions, dimensions, rotations, colors, transparency and collision flags. The backend suite now passes all 139 checks, including sculpt bounds, submerged beds and the later offline path-preservation regressions. The path follow-up also verifies the actual API preview delta, export and exact undo on a saved historical map. Ten desktop/mobile control and recovery checks passed with no page errors. Native Studio play verification remains open.

How to test it

Start with a fresh storage directory. Build a map, inspect its counts and geography, then follow a complete ten-edit sequence above. Check each result visually, revisit earlier objects after intervening edits, export, and compare the place in Roblox Studio. Test undo, reloading during a request, an unsupported request and a stale second tab.

From the backend checkout, run the deterministic checks:

.venv/bin/python -m pytest \
  tests/test_web_scene_creation.py tests/test_web_scene_planner.py \
  tests/test_web_scene_patch.py tests/test_web_scene_path_preservation.py \
  tests/test_editor_journeys.py \
  tests/test_web_first_editor.py tests/test_web_first_general_api.py \
  tests/test_code_world_plan_solver.py -q

The private historical manifest is intentionally not public. Maintainers can reproduce the measured campaign with its hash-checked local copy:

.venv/bin/python scripts/evaluate_historical_editor.py \
  --manifest artifacts/historical-100/scenarios.private.json \
  --phase my-isolated-run --env-file .env

.venv/bin/python scripts/audit_historical_editor.py \
  --manifest artifacts/historical-100/scenarios.private.json \
  --phase my-isolated-run

The journey runner makes paid requests. Fresh creation reserves at most $0.80 and edits at most $0.35, with at most one correction per request. The campaign budget includes unresolved reservations. An interrupted or quota-blocked request is not silently retried.

How to launch it

Use the backend version recorded below, its existing Python environment, and a server-only OPENAI_API_KEY in the ignored .env file.

.venv/bin/python scripts/run_web_first_editor.py \
  --port 8788 --storage artifacts/my-new-map-studio

Open http://127.0.0.1:8788 on that computer. Reuse the storage directory to retain revisions. --offline is the older recipe demonstration and does not test general AI creation or editing.

Public hosting still needs authenticated project ownership, user isolation, durable revisions and jobs, defined edit allowances, native Studio checks and a tested release/rollback path. The local single-user server remains loopback-only.

Evaluation 18–19 September 2026. Frozen manifest SHA-256: 2b460caa0458b3cea5fe303ff405c90396bf203b915c0549c9b8287a62e687bd. Private source prompts, account identifiers, full scene JSON and API receipts are excluded. Campaign implementation: ca1bd87. Later offline path-preservation fix: 43977e9. Both are local editor source changes; Render deployment skipped.