Platform Overview

The short mental model for MapToPlay: teams own work, workspaces organize it, projects hold map data, and the Editor turns assets into exportable layers.

What is MapToPlay?

MapToPlay is a platform for building playable maps from real-world or uploaded source data. A project starts with terrain elevation, vector data, and optional imagery; the Editor turns those assets into layers; exports package the current project state for a supported game.

The target game is selected when creating a project. It affects export targets, collection availability, editor workflows, and game-specific settings.

How the platform is organized

Everything starts with the active team. A team owns members, workspaces, projects, assets, workers, provider credentials, usage limits, and billing context.

A project always belongs to exactly one workspace, and a workspace always belongs to exactly one team.
  • A Team is the top-level container and permission boundary.
  • A Workspace is a folder inside one team. It groups projects and inherits team membership.
  • A Project is one map inside one workspace. It owns source metadata, tasks, assets, layers, editor state, versions, and exports.

The data flow

Source data enters a project through provider tasks or uploads. Tasks produce assets. The Editor imports assets into layers and saves edits, modifiers, placements, bounds, road assignments, and raster paint back to the project.

Exports use the current project state plus imported source assets. This is why the Quick Start includes an Editor import step before export.

Recommended first run

For a first map, use Project Wizard, choose provider DTM, OSM vectors, and provider imagery, leave worker on Auto, wait for tasks to complete, import the produced assets in the Editor, then queue an export.

Once that path makes sense, use Blank Project or upload sources when you already have prepared files and want more control over the inputs.