What this workflow produces
An FS22 or FS25 project starts as source data, becomes editable terrain, vectors, game rasters, models, roads, water, and markers in MapToPlay, and is then exported for the project game. The MapToPlay export is an authoring package, not a finished file that should be copied directly into the game.
The required final handoff is: download the export, open map/map.i3d in the GIANTS Editor version made for the project game, inspect it, save it, and only then pack the mod correctly. The complete handoff is in Export and GIANTS Editor.
The short plan
Use this order for a first complete pass. Each link opens the detailed instructions for that part of the map.
- 1. Import DTM, imagery, and OSM; then prepare the terrain.
- 2. Review vector geometry and assign forests, water, buildings, electricity, and decorations.
- 3. Buffer roads, shape roadbeds, and configure road surfaces, markings, and junctions.
- 4. Create and fill the Farmlands and Foliage rasters.
- 5. Place the game-specific gameplay markers and make the final editor checks.
- 6. Export, open and save in the correct GIANTS Editor, then zip and install the mod correctly.
Use the Editor checklist
FS22 and FS25 projects show the same Checklist button immediately to the left of Windows in the Editor header. Once the initial project data has loaded, an unopened checklist pulses yellow. Open it to see the shared workflow as a vertical route of connected stations and the overall completion percentage.
The checklist is a helper, not a validator. It performs only inexpensive checks when relevant editor state changes. For example, it can recognize imported layers, a saved road assignment, model placements, persistent vector settings, game raster layers, and marker layers. It does not inspect every road, tree, or pixel and it does not decide that a map is correct.
Click any station to mark it complete or incomplete yourself. Manual choices and automatic hints are stored only in this browser, per project. They are not project data, are not shared with collaborators, and do not affect export.
Why the order matters
Terrain preparation comes first because Depth and Roadbed modify the working terrain. Vector cleanup comes before collection assignment because placements and road meshes derive from vector geometry. Farmlands and foliage come after the vector layers they rasterize or protect. Markers come near the end because their useful positions depend on the finished road and playable layout.
You can revisit any stage. The project stores the current working terrain, vector geometry, persistent modifiers, raster tiles, placements, and road assignments. If you move a feature after assigning content, inspect its derived mesh or placement again before export.
Not every station is mandatory
Imagery is a reference and is not required for every map. Vector editing is optional when imported data is already correct. A project can intentionally omit forests, buildings, water, decorations, electricity, fields, or foliage. The checklist lets you manually complete an intentionally skipped section.
Ready for export is always manual. Mark it only after inspecting the terrain, road transitions, water levels, field numbers, foliage exclusions, object placements, and markers at useful camera distances.