Maps
A map is a world you author as data — geometry plus a small manifest. Maps are host-owned content; they run no code.
Anatomy
Section titled “Anatomy”workshop/<namespace>[/<addon>]/maps/<map>/ map.toml # manifest: id, environment, spawn points <map>.glb # geometry, materials, lights (glTF, from Blender)A map is addressed addon:map (for example core:badgrass).
The manifest (map.toml)
Section titled “The manifest (map.toml)”[map]id = "arena"gltf = "arena.glb"spawns = [ # fallback spawn points; yaw in degrees { position = [0.0, 5.0, 12.0], yaw = 0.0 },]
[environment] # all optional; the host applies defaultssun_direction = [-0.8, -0.4, 0.0]shadows = trueLighting, shadows, and other environment settings are data, not engine code.
Collision: the col_ convention
Section titled “Collision: the col_ convention”Visual geometry and collision are separate. A mesh whose name starts with
col_ (e.g. col_ground) becomes a collision-only static collider and is
never rendered. Every other mesh is visual-only. Keep collision meshes simple
(primitive planes / box proxies) — dense collision geometry is the main thing
that slows map loading.
Spawn points
Section titled “Spawn points”map.toml lists fallback spawns so a map is walkable on its own. The active
gamemode can override placement (per-team, per-round, and so on).