Exactly, though maybe he will be more a ROCKET MAN... It is used to create and configure the map and minimap of the level, allowing to configure any number of buildings and floors inside every building, able to manage interiors like those and at the same time, exteriors such a city. So it can be used to configure that kind of zones, creating the tiles used on any map, instead of drawing previously all the maps of a level and loading into unity, this allows to make any map and if the level changes at some point, the map can be modified quickly without need to rework the drawings. A good thing is that any shape can be created, using as many vertex as need, with a really easy workflow and tons of gizmo options, allowing to configure any building/zone in minutes. Here some examples of how the map system looks: In this case, this is the whole map configured in the new big level demo of GKC. Though it doesn't look like a city, the map system is configured as different buildings. Here a single building, for the mansion level (only with 2 floors, the map now has all the resident evil zones) And here how it looks in the game: And here a video about it (this one was made before the exterior/interior building system was added): To construct the level, I would use pro builder or similar tools, allowing to make quick prototypes for what you could need. The 3d mesh option on map is more used like in metroid prime games, to show a 3d version of the maps (which will be improved with better 3d mesh generation and option to use premade 3d meshes, like meshes made with probuilder instead of use procedural generation for the meshes on the map). Regards.