Documentation
Build maps from real places
From a first project to the game editor handoff: source data, the editor, collections, exports, and a guide for every supported game.
Start here
Quick StartCreate your first project, process source data, import it into the Editor, and queue your first export without guessing what each step does.Platform OverviewThe short mental model for MapToPlay: teams own work, workspaces organize it, projects hold map data, and the Editor turns assets into exportable layers.ProjectsHow projects are created, filtered, opened, edited, reprocessed, versioned, exported, and deleted inside a workspace.Editor OverviewOpen a project, understand every header control and dockable window, arrange the workspace, move through the 3D map, and follow a safe editing order.
Video tutorials
Open on YouTubeGame guides
Farming Simulator 22 & 25Shared FS22/FS25 mapping workflow, collections, editor conventions, and version-specific export handoff.SnowRunnerTerrain, vectors, mud, distributions, gameplay zones, and SnowRunner Editor handoff.RoadCraftSource data, terrain, materials, water, assets, deformation, wetness, roads, gameplay, and the native handoff.MinecraftMinecraft project setup, edition choices, terrain handling, and exports.C&C GeneralsRectangular map dimensions, automatic map content, terrain height handling, and WorldBuilder handoff for C&C Generals.C&C Generals: Zero HourRectangular maps, automatic content, optional gameplay zones, terrain height handling, and World Builder handoff for Zero Hour.Stronghold: Definitive EditionSquare maps at 4 m per tile, automatic trees and resources, terrain height handling, and Map Editor handoff for Stronghold.Stronghold Crusader: Definitive EditionSquare desert maps at 4 m per tile, automatic trees and resources, terrain height handling, and Map Editor handoff for Stronghold Crusader.