Task Units Are Shared Now
Tasks and exports now use one shared Task units balance. It is a small change, but it should make MapToPlay feel clearer and fairer.
I changed something small but important in MapToPlay: tasks and exports now use the same hourly balance, called Task units.
Before this, there were two separate limits. One for tasks, one for exports. Technically it worked. But every time I looked at it from the user side, it felt a bit too much like the platform was asking people to understand my internal buckets instead of just helping them make a map.
The Old Split Felt Awkward
The weird part was that real work does not split itself that cleanly. You might generate data, run processing, export, notice something, go back, process again, export again. That is one workflow, not two separate little worlds.
So having task units over here and export units over there started to feel unnecessarily fussy. If you had room in one counter but not the other, the explanation was technically correct, but it still felt annoying. And honestly, if I have to explain a limit too much, the limit is probably not shaped well enough.
The New Version Is Simpler
Now each tier gets one shared Task units balance. Basic gets 10 per hour, Plus gets 20, Pro gets 50, and Ultra gets 100.
Tasks use that balance. Exports use that balance. Bigger jobs can still cost more, because a big export really does use more resources than a small one. But at least now it all comes from the same place, and that feels much more honest.
Units come back one hour after they are used. The header shows what you have available, and if you are waiting for units to return, the UI can show when that should happen.
- One balance for tasks and exports
- Bigger jobs can cost more units
- Used units return after one hour
- The header now shows the current balance
One Detail: Exports Need Enough Units
Tasks can wait in the queue until enough units are available. That fits how tasks already work.
Exports are a little different. If an export costs 8 units and you only have 6, MapToPlay will ask you to wait before launching it. I prefer that to pretending the export started while it is actually just stuck waiting for capacity.
It is a small bit of strictness, but it is clearer. You know what is happening, and you know what you are waiting for.
This is not a huge shiny feature. It is more like cleaning up a small corner that people touch all the time. But I care about those corners, because they decide whether the platform feels calm or irritating.
The goal is still the same: keep MapToPlay fair, keep bigger jobs possible, and make the rules easier to understand without turning every button into a lesson about server capacity.
Stan, Developer of MapToPlay