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Map Contests

Difficulty
Standard

Overview

Map Contests are community-driven or developer-run events centered on creating, sharing, and judging user-made maps for Timberborn using the in-game Map Editor. They rely on the full set of map editor features — creating new maps of any valid size (from 4×4 up to 256×256, rectangular maps allowed), saving and loading custom map files, and configuring map elements such as terrain, resources and water simulation — to produce themed or challenge maps submitted for evaluation.

Creating a contest entry uses the Map Editor workflow: choose New map to set dimensions (minimum 4, maximum 256 for each axis), design the terrain and place resources, then use Save or Save as... to name and store the map in the custom maps list or the Timberborn maps folder. Load opens the list of saved maps for further editing or to prepare a final submission. Exit editor prompts for confirmation so accidental loss is prevented. The Map file bar provides quick access to New, Load, Save, Save as..., Browse directory, and Exit functions.

Map Contests typically require attention to the editor’s practical constraints. The largest building in the game occupies 5 tiles wide by 6 tiles deep and requires an additional tile in front for pathing; map creators are therefore encouraged to keep the smallest map dimension to at least 10 tiles when designing maps intended for full gameplay rather than purely aesthetic scenes. Water behavior is controlled and previewed via the Water simulation bar: pause, normal and faster run speeds, reset (clears all water), and toggles to hide water or natural resources help creators test irrigation, reservoirs and flood scenarios before saving a map.

Practical notes for participants and judges:

  • Use Save as... to create distinct versions (for iterative polishing or different contest categories); the custom map list shows all saved maps and selecting one sets the current map name.
  • Use Browse directory to open the operating-system folder that contains Timberborn map files when you need to back up or attach a map file for submission.
  • Test any water-dependent challenges thoroughly with the water simulation controls; Reset removes all water so you can retest from dry terrain.
  • Keep pathing and building footprint constraints in mind when designing challenge scenarios that must be completable by beavers.
  • For competitions judged on aesthetics or layout, rectangular maps (e.g., narrow strips) offer unique constraints and creative possibilities since maps are not required to be square.
  • Remember to confirm Exit editor prompts when you intend to quit the editor; cancelling returns you to editing so you do not lose unsaved work.

Map Contests use the Map Editor’s full feature set to push creativity, technical design, and scenario challenge creation within Timberborn’s saved-map ecosystem.

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