Basic
Always freeThe complete core workflow: create projects, use the editor, import real-world data, and export maps.
- Task units / hour10
- AI AssistantN/A
- Users per team1
- Storage1.00 GB
- Retention15 days
I started this as one guy who wanted to play Farming Simulator on a map that actually meant something to him. I want people like that to be able to use MapToPlay properly, not stare at the best parts through a paywall.
The complete core workflow: create projects, use the editor, import real-world data, and export maps.
A solo-friendly way to support the project while getting more breathing room for real map work.
For active creators and small teams that want stronger throughput, more history, and more collaboration space.
For the heaviest supporter workflows: more room, more processing capacity, and the highest practical limits.
How Task Units work
Task Units are not a daily or monthly allowance. They replenish on a rolling hourly basis, up to the maximum included with your tier. If you process several large maps, you may need to wait for capacity to return—but Units will never lock you out permanently or become a pay-to-continue wall.
A standard Farming Simulator 25 project has a 2,048 × 2,048 m playable area inside a 6,144 × 6,144 m overall area. Its import uses three tasks—DTM, vectors, and imagery—at 1 Unit each, and one export uses 1 more. That is 4 Units for a complete import-and-export cycle.
Basic includes 10 Units per rolling hour: enough processing capacity for two standard projects, with 2 Units still available. Larger maps need more processing, so their Unit costs increase.
I did not add these limits just to put an upgrade button in your way. Processing elevation, vectors, and imagery, generating exports, and keeping project data available all consume real compute, bandwidth, and storage.
The goal is fair usage: you can use every core feature and every supported map size even on Basic, while the hourly allowance prevents a few very heavy workloads from consuming the shared resources everyone relies on. Supporter tiers add speed and headroom; they do not unlock the core workflow.
What supporters unlock
Higher tiers are not meant to sell back the heart of MapToPlay. They add operational comfort for people who use it more seriously: more task throughput, more exports, more saved work, larger uploads, longer retention, and room for teams or connected workers.
Supporter tiers raise shared task units so active projects spend less time waiting in line.
Higher limits for saved exports, project versions, and retention make long-running map work less fragile.
Larger uploads and team storage help when your source data, custom assets, and exports start getting serious.
Pro and Ultra give more space for collaborators, workspaces, active projects, workers, and private collections.
Live limits from the platform
| Feature | Basic | Plus | Pro | Ultra |
|---|---|---|---|---|
| Core editor, providers, supported games, and exports | Included | Included | Included | Included |
| AI Assistant questions / day | N/A | 5 | 10 | 20 |
| Workspaces per team | 1 | 2 | 5 | 10 |
| Users per team | 1 | 1 | 2 | 5 |
| Active projects | 1 | 2 | 5 | 10 |
| Team workers | Not included | Not included | 1 | 2 |
| Saved exports per project | 1 | 2 | 5 | 10 |
| Project versions | Not included | 2 | 5 | 10 |
| Custom collections per team | 5 | 10 | 20 | 50 |
| Team storage | 1.00 GB | 10.0 GB | 25.0 GB | 50.0 GB |
| Private custom collections | No | Yes | Yes | Yes |
| Single upload size | 250 MB | 2.00 GB | 5.00 GB | 10.0 GB |