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BeamMP server guide

BeamMP map names and map codes

The server wants a path, not the name you see in the game. Here is every BeamNG.drive map with the exact value to put on the Map line, which ones are legacy, how to switch, how to add a custom map and what to do when the launcher says the map was not found.

  • Guias de BeamMP
  • Atualizado em
  • 8 min de leitura
  • 14 vanilla maps
  • /levels/NAME/info.json
  • Restart to apply
MAP LINEVanilla maps14Map value/levels/NAME/info.jsonLargest mapItaly, 4096 x 4096Smallest maps1024 x 1024Folder namesCase-sensitiveAfter a changeRestartFolder names from docs.beammp.com, sizes from BeamNG documentation

The short answer

A BeamMP server sets its map with one line in ServerConfig.toml: Map = "/levels/NAME/info.json", where NAME is the map's folder name, not the name shown in the game. West Coast, USA is west_coast_usa, Italy is italy, the grid map is gridmap_v2. Change the line, restart the server. Custom maps work the same way once their .zip is in Resources/Client.

Key points

  • BeamNG.drive ships 14 maps a BeamMP server can use with no download.
  • Folder names are lowercase with underscores and case-sensitive. Italy is not italy.
  • Keep the leading slash and the /info.json ending. Both are part of the value.
  • The server does not validate the Map line. A typo shows up as "map not found" when someone joins.
  • One server, one map. Two maps means two servers.
  • gridmap and cliff are legacy. Old guides still list them.

The BeamMP map code table

These are the maps every copy of BeamNG.drive includes, as listed in the official BeamMP server documentation, with the display name you see in the game, the folder name the server needs and the full value for the Map line. Terrain sizes are from BeamNG's own documentation.

BeamMP map names: display name, folder name and the Map value for ServerConfig.toml.
MapFolder nameMap valueSizeNotes
Grid, Small, Puregridmap_v2/levels/gridmap_v2/info.jsonSmallThe default on a fresh server. Flat test grid, ramps and obstacles. Fastest to load.
West Coast, USAwest_coast_usa/levels/west_coast_usa/info.json2048 x 2048City, highway, docks and hills. The all-rounder for freeroam servers.
East Coast, USAeast_coast_usa/levels/east_coast_usa/info.json2048 x 2048Rural roads, small towns, a long highway loop.
Italyitaly/levels/italy/info.json4096 x 4096The largest map. Coastal roads, villages, an airfield. Longest to load.
Utah, USAutah/levels/utah/info.json2048 x 2048Desert canyons and dirt roads. Off-road and rally.
Johnson Valleyjohnson_valley/levels/johnson_valley/info.json3072 x 3072Open desert off-road. The second largest map and heavy on performance.
Jungle Rock Islandjungle_rock_island/levels/jungle_rock_island/info.json2048 x 2048Tropical island with a rally stage and a volcano road.
Small Island, USAsmall_island/levels/small_island/info.json1024 x 1024Compact island loop. Light on performance.
Industrial Siteindustrial/levels/industrial/info.json1024 x 1024Factory yard, drift course and a small track. Crash and drift events.
Hirochi Racewayhirochi_raceway/levels/hirochi_raceway/info.json1536 x 1536Circuit with several layouts and a drag strip. Racing servers.
Automation Test Trackautomation_test_track/levels/automation_test_track/info.json2048 x 2048Test track with highway and country sections. Racing and testing.
Driver Trainingdriver_training/levels/driver_training/info.json1024 x 1024Listed in BeamNG as the ETK Driver Experience Center. Skid pads and handling courses.
Derby Arenasderby/levels/derby/info.json1024 x 1024Several arenas and a figure-eight. Demolition derby servers.
Small Gridsmallgrid/levels/smallgrid/info.jsonTinyA bare grid with nothing on it. Mod testing only.
Grid Map (legacy)gridmap/levels/gridmap/info.json1024 x 1024Replaced by gridmap_v2. Still quoted in old guides; does not load on a current game.
Cliff (legacy)cliff/levels/cliff/info.json2048 x 2048Removed from BeamNG.drive. Some host knowledge bases still list it.

You will also see port, glow_city and a Showroom level in old lists and in the game's own files. They are not maps a BeamMP server should be pointed at, and the BeamMP documentation does not list them. If a guide tells you to use one, it is out of date.

How the Map line works

The server loads a map from a path inside the game's level files, and that path has a fixed shape. Every working value looks like this:

Map = "/levels/west_coast_usa/info.json"
The leading slash
Part of the value. levels/west_coast_usa/info.json without it is a different string and will not load.
levels, plural
Not level, not maps. It is the folder BeamNG.drive keeps every map in.
The folder name
Lowercase with underscores for the vanilla maps, and whatever the mod author used for a custom map. Case-sensitive either way.
/info.json at the end
The file the server reads to find the map. Leave it off and the path points at a folder, which fails.
Quotes
The value sits inside straight double quotes in ServerConfig.toml. A hosting panel field takes the value without them.

The server does not check the Map line when it starts. A typo starts fine and looks healthy in the log; the first player to join is told the map was not found and dropped. Copy the value from the table rather than typing it.

How to change the map

  1. Stop the server

    The map is read at start-up. Changing the line while the server runs does nothing until the next restart, and stopping first means nobody is mid-drive when it changes.

  2. Set the Map line

    At home, open ServerConfig.toml in a text editor and replace the value on the Map line with one from the table. On a hosted server, open the server settings in the control panel and change the Map field. Some panels offer a dropdown of the 14 vanilla maps; a custom map is typed in by hand.

  3. Save and start

    Start the server and join. If you land on the new map, done. If the launcher says the map was not found, see below.

Everyone on the server is on the same map, so a change moves the whole lobby. Players already in the game are disconnected by the restart and rejoin onto the new map.

Custom maps

A modded map is a client mod with one extra step. The .zip goes in Resources/Client like any other mod, so players download it on their first join, and then the server has to be told to load it.

  1. Upload the map .zip to Resources/Client

    As downloaded, not extracted. The mods guide covers the upload, pack sizes and what to do when a mod breaks joins.

  2. Find the folder name inside the zip

    Open the .zip on your PC without extracting it and look in its levels folder. There should be exactly one folder in there, for example myawesomedriftmap2021. That name, spelled exactly as it is, is the map name.

  3. Set the Map line to that name

    Map = "/levels/myawesomedriftmap2021/info.json"
  4. Restart

    Players download the map when they join and load straight into it. Maps are the largest mods you will host, so expect the first join to take a while on a big one.

If the folder name inside the zip is not obvious, or the map still will not load, the official fallback is to install the map in singleplayer, enter it, open the console with the tilde key and run print(getMissionFilename()). It prints the exact name the game uses. Some map zips are packed with an unusual layout; if there is no levels folder at the top of the archive, the map was not packaged for this and needs repacking before it will work.

Map not found, check server config

That message comes from the launcher when the server's Map value does not point at a map the server can load. Work down this list; one of them is it.

Typo or wrong case
West_Coast_USA, westcoastusa and west coast usa all fail. Copy west_coast_usa from the table.
Display name instead of folder name
/levels/Italy/info.json is wrong; /levels/italy/info.json is right. The game's menu name is never the value.
Missing slash or suffix
The value needs the leading / and the trailing /info.json.
level instead of levels
Easy to miss when typing. The folder is plural.
Custom map zip not on the server
The Map line points at a map in Resources/Client that is not there, was extracted, or sits in a subfolder. Put the .zip directly in the folder and restart.
Legacy map
gridmap or cliff from an old guide. Use gridmap_v2, or pick another map.
Changed without a restart
The server is still on the previous value. Restart it.

Which map to run

There is no wrong answer and switching costs a restart, but the maps do suit different servers.

Freeroam and cruising
West Coast, USA for the mix of city and highway, East Coast, USA for country roads, Italy when you want the longest drives and do not mind the load time.
Off-road
Johnson Valley is built for it, Utah is the lighter alternative, Jungle Rock Island adds a rally stage.
Racing
Hirochi Raceway for circuits and the drag strip, Automation Test Track for a proper test loop.
Crashes and derbies
Derby Arenas, then Industrial Site. Both are small, so they load fast and keep everyone close together.
Testing mods
Grid, Small, Pure. Instant load, no scenery to get in the way. Small Grid if you want nothing at all.
Small friends servers
A 1024 or 2048 map. Italy and Johnson Valley are large enough that three friends will spend the evening looking for each other.

On a hosted server the map is one field and a restart, so trying three maps in an evening is normal. The set-up guide explains the rest of ServerConfig.toml around the Map line.

Mais guias para quem administra o próprio servidor de BeamMP.

Respostas rápidas

Perguntas frequentes

The server uses BeamNG.drive's level folder names, not the display names: gridmap_v2, west_coast_usa, east_coast_usa, italy, utah, johnson_valley, jungle_rock_island, small_island, industrial, hirochi_raceway, automation_test_track, driver_training, derby and smallgrid. Each goes into the Map line as /levels/NAME/info.json. The table above has all of them with the display names.

Stop the server, set Map in ServerConfig.toml (or the Map field in your hosting panel) to /levels/NAME/info.json with one of the folder names from the table, save and start the server. The map is read at start-up, so the change only applies after a restart.

Open the map's .zip without extracting it and look inside the levels folder. The single folder in there is the name, exactly as spelled. If that does not work, load the map in singleplayer, open the console with the tilde key and run print(getMissionFilename()), which prints the name the game actually uses.

The value on the Map line does not match a map the server has. Usually it is a typo, the wrong case, a missing /info.json, a missing leading slash, level instead of levels, or the display name typed where the folder name should be. For a custom map it can also mean the .zip is not in Resources/Client. The server does not check the value when it starts, so the error only shows up when someone tries to join.

No. One server runs one map at a time, and everyone on it is on that map. If your group wants two maps available at once, run two servers, each with its own auth key and its own Map line.

For the vanilla maps, no: every copy of BeamNG.drive has them. For a custom map, players download it from your server automatically the first time they join, the same as any other mod in Resources/Client. Big maps mean a long first join, so check the size before you pick one.

No. The old gridmap was replaced by gridmap_v2 several game versions ago, and that is the one BeamMP's documentation lists. Older guides and host knowledge bases still show /levels/gridmap/info.json; it will not load on a current game.

For general driving with a few friends, West Coast, USA and East Coast, USA give the most varied roads without being enormous. Italy is the biggest and best for long cruises, Johnson Valley for off-road, Hirochi Raceway and Automation Test Track for racing, Derby Arenas and Industrial Site for crash events, and Grid, Small, Pure when you are testing mods. Switching is one line and a restart, so try a few.

Pick the map from a field

On an EUGameHost BeamMP server the map is a setting in the panel: change it, restart, done. Custom maps upload to Resources/Client in the browser.

  • UK servers
  • Unlimited map and mod uploads
  • Automatic backups