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The Map Building section explains how to design, structure, and optimize maps for VR fangames.
Maps are more than just geometry — they define gameplay flow, movement routes, hiding spots, climbing paths, and the overall feel of your game.
A well‑built map makes movement satisfying, multiplayer stable, and performance smooth.
This page covers the high‑level concepts, while the subpages break down each part step‑by‑step.
1. What Map Building Covers
This section teaches you how to:
Design VR‑friendly environments
Build optimized geometry
Create climbing routes and movement paths
Add colliders and physics surfaces
Place spawn points
Add lighting and atmosphere
Structure maps for multiplayer
Prepare maps for publishing
VR maps must be lightweight, readable, and movement‑focused.
2. What Makes a Good VR Map
A good VR map has:
A. Clear movement flow
Players should instantly understand where they can go.
B. Climbing routes
Walls, trees, rocks, and structures that support hand‑based locomotion.
C. Verticality
High and low areas create skill expression and replayability.
D. Landmarks
Unique structures that help players orient themselves.
E. Open sightlines
Players should be able to see each other easily.
F. Optimized geometry
Low‑poly, clean meshes that run smoothly on standalone VR.
G. Multiplayer‑safe layout
No tight spaces that break syncing or cause clipping.
3. Core Components of a VR Map
A complete VR map includes:
1. Geometry
Terrain
Rocks
Trees
Buildings
Platforms
Walls
2. Colliders
Mesh colliders (only when necessary)
Box/sphere colliders (preferred)
Climbable surfaces
3. Lighting
Ambient light
Directional light
Baked shadows (optional)
4. Spawn Points
Player spawn
Room join spawn
Event spawn (optional)
5. Atmosphere
Fog
Skybox
Audio zones
Particles
6. Optimization
Occlusion culling
LODs
Low‑poly or High‑poly meshes
Baked lighting
4. Map Building Subpages
This section contains several detailed subpages:
1. Designing VR Maps
How to plan layout, flow, verticality, and movement routes.
2. Geometry & Colliders
How to build optimized, VR‑friendly geometry and collision.
3. Climbable Surfaces
How to create surfaces that feel good for hand‑based locomotion.
4. Lighting & Atmosphere
How to set up lighting, fog, skyboxes, and ambience.
5. Spawn Points & Player Flow
How to place spawns and guide players through the map.
6. Map Optimization
How to keep performance high on standalone VR.
Each subpage will walk through the exact setup.
5. Best Practices
Keep geometry low‑poly
Use primitive colliders whenever possible
Avoid tight spaces that break VR movement
Use landmarks for navigation
Add verticality for skill expression
Keep lighting simple and performant
Test movement constantly while building
Optimize early — don’t wait until the end