teleport-map-unlocklisted
Install: claude install-skill Firzus/agent-skills
# Teleport & Map Unlock
Build the fast-travel layer of an open-world game: how the map gets revealed, how
the waypoint network grows, how a teleport executes, and what travel *policy* the
game adopts. References: BotW/TotK (towers, 142 Travel Gates) and Genshin (638
waypoints, statues, multi-layer maps), with the Morrowind→Oblivion→Ubisoft-tower
design lineage and Spider-Man/Rift Apart seamless tech.
## The architecture rule
**One unlock model, one waypoint registry, one teleport sequence — the map UI and
the travel UI both derive from the same flags.**
```
UNLOCK/REVEAL terrain layer (per region) + POI layer (per item) + icon states;
fog as flags/bitmask; choose tower / proximity / item / purchase
WAYPOINT stable ID, type, world+map position + MAP LAYER, DESIGNATED SPAWN
REGISTRY POINT + FACING (never the marker), visibility condition, state
TELEPORT validate → confirm → input lock → fade → CanSave=false → move
SEQUENCE streaming source → AWAIT RESIDENCY (cells+collision+navmesh) →
place at spawn (velocity zeroed, interp reset) → restore → camera
DESIGN POLICY earned-only, the cost/restriction matrix, density, topology
```
In-world teleport = a streaming jump with all the hard gates of
`open-world-streaming`. Cross-instance teleport (domains) goes through the
`scene-flow-manager` handshake — never a raw streaming-source move.
## Reference map
| File | Covers |
| --- | --- |
| [unlock-reveal.md](./unlock-reveal.md