Collections Overview

How collection libraries are loaded, filtered, shared, and used by projects, the Editor, and exports.

On this page

What collections are

A collection is a typed, game-specific library that the platform can load for the active team. Collections are separate from projects: a project stores your map data, while collections provide reusable rules, textures, templates, and asset catalogs that many projects can use.

Collection cards show the type, owner or source, item count, and a preview suited to that library. Click a collection name to open its full contents and available actions on the Collections page. Mapping rules, road textures, and placeable assets have different previews because they serve different tasks.

Browse collections

Open Dashboard -> Collections. The address changes to /collections/fs25 or the code of the game you select. Use the game button beside the title to search and switch between games; recently opened games are also available there. Returning to Collections opens the last game you selected.

Use Catalog, My collections, or Favorites in the title row. The same row has search, Sort, and New collection when that game supports custom collections. The Catalog overview shows platform collections by type; open a type, such as /collections/fs25/roads, to browse its community collections as well. My collections and Favorites show the collections you manage or saved across types. Search the current view and click a collection name to inspect it. A collection detail link can be shared. The collection opens in the page beside the type list; Back to collections returns to that type. Your chosen view stays selected when you open a type or collection. Only types that have available collections appear. The platform library appears before custom collections within a type.

  • Ground textures: texture assets used for terrain surface categories.
  • Roads: road-oriented texture or material libraries.
  • Vector mapping: rules that classify vector features into editor layers, categories, colors, textures, and saved attributes.
  • Water: water surface mapping entries used by the editor water tool.
  • Trees, buildings, electricity, and foliage: indexed object catalogs used by the Editor collections panel.
  • Export templates: templates used by export generation.

Ownership and access

Collections can be built in by MapToPlay, owned by a user, owned by a team, public, or private. Built-in and default collections are maintained by the platform. Public custom collections can be browsed by other users. Private collections are intended for the owning team only.

Private collection access depends on the team tier. A blocked private collection is not selectable in the Editor. Upgrade access or switch the collection to public before relying on it in active work.

Collection management follows team access. A custom team collection can only be edited or deleted by users who can manage that team.

How the Editor and exports use collections

When the Editor opens a project, it fetches collections for the project target game and active team. The collection type determines where the data appears: vector mapping collections affect vector import and presentation, while object catalogs fill the Collections panel on the right side of the Editor.

When a vector layer is created from a source asset, the selected mapping collection ID can be stored on the layer metadata. Exports later use that metadata, the current layer state, and the relevant collections to resolve game-ready outputs. For export packaging details, continue with Exports and Export Templates.

Custom collections today

Vector mapping collections can be created for Farming Simulator 22, Farming Simulator 25, Minecraft, Project Zomboid, SnowRunner, and RoadCraft. Select the target game before clicking New collection; the saved collection remains tied to that game and appears in its collection catalog and editor workflow. Games without custom collection support do not show New collection.

Farming Simulator 22 and 25 also support custom Road collections. In the Roads creation dialog, use Download starter package for the selected game, edit or add its schema entries and PNG files, repack the same structure, and upload the ZIP. The platform validates the package before exposing it to the Editor. The general collection catalog does not provide archive upload or download actions.

Continue with Vector Mapping Collections for rule editing, or Ground Textures and Roads for the road package workflow.