GoreBox Map Editor (MAPCG) Guide
Learn GoreBox map creation: Play > Create Map, the MAPCG hub, New Project workflow, cube building blocks, texturing, and export for Workshop publishing.
GoreBox ships with a built-in map editor branded MAPCG — the toolkit F²Games integrated so creators can build arenas without external 3D software. Whether you want a compact 1v1 sniper tower, a blueprint-free sandbox for GoreDoll stress tests, or a polished Workshop submission, the editor path starts the same way: from the main menu choose Play > Create Map to enter the MAPCG hub rather than loading Legacy or Pillars as a player.
MAPCG targets block-based level design: cubes and primitive shapes snap into grids, receive textures and colors, and export into formats the game loads alongside official maps. Version 16 stabilized this pipeline alongside Lua addons and mod.io Workshop uploads, making the editor the bridge between solo experiments and community-visible content. Expect a learning curve if you arrive from Garry's Mod Hammer — MAPCG is deliberately simpler, optimized for GoreBox physics and GoreDoll navmesh generation.
MAPCG Hub & New Project
After selecting Create Map, the MAPCG hub lists your saved projects and templates. Click New Project to define a fresh arena: set dimensions, skybox preferences, and default spawn points before placing geometry. Name projects clearly — you will revisit them when iterating after playtests reveal stuck GoreDolls or unfair sniper lines. The hub also opens existing drafts so you can patch Workshop-bound maps without rebuilding from scratch.
New Project workflows typically flow: establish floor plate and outer walls, carve interior rooms with subtractive cube cuts, assign textures per face, place player and GoreDoll spawns, then run an in-editor playtest. Save frequently; MAPCG sessions do not auto-version like external Git repos. When ready for broader testing, export and load the map through GoreBox's standard map select alongside custom map import instructions.
Building with Cubes
MAPCG's core primitive is the cube — resize, stack, rotate, and duplicate blocks to scaffold architecture fast. Cubes support per-face texturing, color tinting, and collision toggles for decorative non-solid props. Experienced builders prototype greybox layouts first: uniform cubes, no textures, focus on jump distances and sightlines. Once movement feels fair, swap materials for thematic warehouses, neon accents, or Pillars-inspired clock towers.
Combine cube geometry with Reality Crusher in playtest mode: weld moving platforms, rope swing challenges, or thruster-powered elevators. After exporting, run /navgenerate in Creator Mode so GoreDolls path on static surfaces — a step many first-time authors skip, leading to Workshop reviews complaining about broken AI. Reference our Reality Crusher modes when embedding interactive contraptions beyond static cubes.
Lighting passes separate amateur exports from polished ones — drop a few emissive cube faces for signage and spawn markers so playtesters instantly recognize player starts versus GoreDoll pens without opening debug overlays.
Playtesting & Export
Every MAPCG session should include repeated playtests from the editor's launch button — verify spawn safety, fall damage pits, explosive chain balance, and boss arena boundaries if you design custom encounter spaces. Capture issues in a checklist: unreachable pickups, invisible walls, lighting too dark on mobile, and performance hotspots where hundreds of cubes overlap.
Export publishes your project into GoreBox's local map library. From there, package for mod.io Workshop following F²Games' upload guidelines, or share files directly with friends for porting experiments. Exported maps appear in the map select menu under custom entries when installed correctly. Iterate after community feedback: Workshop comments often flag navmesh gaps fixable with a single /navgenerate pass documented in our Creator commands guide. Strong exports mirror official map polish — clear landmarks, fair verticality, and tested GoreDoll behavior.
Texture pass matters for Workshop discovery: flat greybox exports rarely trend — invest time in thematic materials matching Legacy industrial rust or Pillars stone facades. Keep cube counts reasonable on low-end PCs; dense micro-detail stacks without gameplay purpose draw performance complaints in mod.io reviews.
Related in Maps
Frequently Asked Questions
How do I open the GoreBox map editor?
From the main menu: Play > Create Map to enter the MAPCG hub.
What does New Project do in MAPCG?
It creates a blank arena where you define size, spawns, and cube geometry before texturing and export.
Are maps built from cubes only?
Cubes are the primary building block, but you can resize, texture, and combine them into complex layouts with decorative props.
How do I export a MAPCG map?
Use the editor export function to save into GoreBox's local map library, then optionally upload via mod.io Workshop.
Why do GoreDolls not walk on my map?
Run /navgenerate after loading the exported map in Creator Mode to build navmesh on static geometry.