Spawn Points, Fuel and Parking

Choose where driving starts and add usable fuel, charging and parking bays.

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Create Gameplay Zones

In Layers, open New Layer and create Gameplay Zones. Open Collections → Gameplay Zones, choose a preset and place it in the playable area.

Select a placed zone in Objects and open Attributes to configure it. Use Transform to move the footprint. Keep the entire zone inside the area you intend to export.

Place a Spawn Point

Choose Spawn Point and place it on dry, level ground with room for a vehicle. Rotate it toward a clear exit. Avoid poles, fences, parked-car bays and the edges of bridges.

Check the starting position after installing the map. If you do not place a spawn, export chooses a suitable starting area where possible, but an authored spawn gives you control over the arrival point.

Configure fuel and charging bays

Place Fuel Bay or Charging Bay, then open Attributes. Set Station name, Bay length, Bay width and Direction. Set Height and Elevation above terrain so the usable volume covers the stopping area.

Choose the Supported energy types. A gasoline-only bay cannot charge an electric vehicle. Position the visible marker with the along-bay, across-bay and height offsets.

For several bays at one station, use the same Station group, name, description and energy types. Leave Station group blank for a separate station. Give each zone its own Zone ID.

Place pump, charger and building scenery separately. In BeamNG.drive Free Roam, enable gas stations, drive a compatible vehicle into the bay, and use the refuel or charging interaction.

Configure parking rows

Place Parking Bays, then open Attributes. Set Bay count, Bay length, Bay width, Space between bays and Direction. Review the individual bay outlines and arrows in the Editor.

For the game’s parked cars, bays must be 1–8 meters long and 1–3 meters wide. Set Parked-car direction and Preferred time, and choose whether cars should be centered exactly or treated as street parking.

Spawn likelihood ranges from 0 to 1. The game also considers time, distance and nearby vehicles, so 1 does not guarantee that every bay is occupied. Enable parked-car spawning in BeamNG.drive to use the spaces.

Create the parking surface and painted markings separately. Keep access aisles and exits clear; the bay footprint does not construct a parking lot.

Review before export

Check footprints, directions and elevation from above and from vehicle height. Save changes and wait for saving to finish. Undo and Redo restore both a bay’s settings and its footprint.

After installation, test a spawn, one fuel or charging interaction and the parking area with actual vehicles. Move or resize any zone that is obstructed or difficult to enter.