Arc Raiders Map Maker’s Kit: Tools and Tips for Community Map Creators
Arc Raidersmoddingcommunity

Arc Raiders Map Maker’s Kit: Tools and Tips for Community Map Creators

UUnknown
2026-02-19
11 min read
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A practical resource hub for Arc Raiders map creators: tools, best practices, prototyping workflows, and a pitch template to get devs to listen.

Hook: Tired of your map ideas dying in Discord threads? Build maps that get noticed — and actually played

Community creators want one thing: their maps in players' rotation. But between platform fragmentation, unclear mod support, and developer gatekeeping, turning an idea into a playable Arc Raiders map feels like hacking a boss AI. This guide arms you with a practical Map Maker’s Kit: design best practices, tooling options (official and community), prototyping workflows, playtest & telemetry tips, and a repeatable pitch framework that increases the chance Embark Studios or other hub operators will take your concept seriously in 2026.

Why 2026 is a turning point for Arc Raiders community maps

Embark Studios confirmed multiple new maps arriving in 2026 — including both smaller, high-intensity arenas and bigger, more cinematic battlegrounds (GamesRadar, 2026). That roadmap shift creates a real opening for community creators: developers are thinking across map sizes and player tempos, which means well-scoped community concepts can complement official content rather than compete with it.

“There are going to be multiple maps coming this year ... some smaller than any currently in the game, while others may be even grander than what we’ve got now.” — Virgil Watkins, Arc Raiders design lead (GamesRadar, 2026)

That quote matters because it signals two practical things for creators: 1) Embark is receptive to map variety and experimentation; 2) tight, data-backed pitches that match those design goals are more likely to get attention.

What this kit covers (quick nav)

  • Map design fundamentals for Arc Raiders (player flow, tempo, sightlines, balance)
  • Toolset options: official SDK status, community workflows, asset & pipeline tools
  • Step-by-step prototyping: from paper to playable greybox
  • Playtesting, telemetry and iteration best practices
  • How to craft a developer-ready pitch — plus a reusable template
  • Community logistics: legal, release channels and outreach tips

Part 1 — Map design fundamentals for Arc Raiders

Arc Raiders is a third-person co-op/competitive shooter with objective layers and PvE elements. Good maps answer three questions:

  1. How does a player get from A to B?
  2. What choices are meaningful at each node (combat, traversal, objective)?
  3. How does the map feel at match tempo — fast & frenetic, or slow & tactical?

Core design principles

  • Readable flow: ensure players can quickly parse routes and objectives within 5–10 seconds of spawn. Use distinct landmarks and lighting to guide decisions.
  • Layered verticality: Arc Raiders players use vertical movement aggressively. Provide high/low lanes for risk-reward plays — but avoid overstacking jump routes that break engagement balance.
  • Choke vs. Playground balance: include both short chokepoints for tense encounters and open play spaces for ability combos and traversal. Mix is healthier than extremes.
  • Clear objective readouts: objective placement drives flow. Keep objectives visible from multiple approach angles and provide audio/visual cues for dynamic objectives.
  • Cover & sightlines: balance long sightlines (for ranged tools) with medium-range cover to support Arc Raiders' weapon/ability mix.
  • Spawn safety & rotation points: design spawn locations so they are not easily pre-aimed from common lines of sight, and add safe rotation options to reduce spawn-camping frustration.

Measurable metrics to aim for

When prototyping, track these metrics during playtests:

  • Average time to first contact: 30–90 seconds for mid-sized maps; shorter for small arenas
  • Engagement density: average number of fights per minute in core objective area
  • Route equity: percentage of matches where alternate routes are used (aim for 25–40% diversity)
  • Objective capture variance: avoid >70% capture dominance by one side for balanced PvP modes

Part 2 — The tools: official, community, and pipeline essentials

Short answer: as of early 2026, Embark has announced new maps but has not shipped a public modding SDK with comprehensive level-editing tools. That doesn't stop you from preparing. Use industry-standard tools to prototype, then adapt files if/when official support appears.

Official vs unofficial tool routes

  • Official SDK / map kit: if Embark releases an SDK, it's the fastest path to shipable content. Watch Embark's official channels (Discord, Twitter/X, developer blog) for announcements and beta sign-ups.
  • Unofficial prototyping: build concepts with generic engines and asset tools (Unity, Unreal, Godot for playtests). Export visuals, whitebox maps, and walkthrough videos to validate gameplay before converting to an official format.
  • 3D Modelling & Sculpting: Blender (free), Maya/3ds Max (industry)
  • Texturing: Substance 3D Painter / Designer, Quixel Bridge + Megascans
  • Level Editors: Unreal Editor or Unity Editor for greybox playtests; Godot for lighter prototypes
  • Asset Integration: FBX/OBJ, PNG/TGA textures, glTF for interchange
  • Version Control: Perforce or Git LFS for large binaries
  • Playtest Recording: OBS for capture, simple analytics via spreadsheets or open-source tools
  • Collaboration: Miro or Figma for layout mockups, Trello or Notion for task pipelines

File & compatibility tips

  • Standardize on units early — Arc Raiders uses meter-scale worlds. If using Unreal/Unity, set project units to meters.
  • Export meshes as FBX for best-cross engine compatibility; include a clean collision mesh and a low-poly LOD.
  • Use separate texture sets for albedo, roughness/metalness, normal, and ambient occlusion to keep export conversions predictable.

Part 3 — Prototyping workflow: idea to playable greybox

Prototyping is where ideas survive or die. Use a tight, iterative loop: paper → whitebox → greybox → playtest → iterate. Aim for velocity over fidelity in early stages.

Step-by-step prototyping

  1. Concept sketch (1–2 hours): draw top-down flow with routes, objectives, key landmarks, and expected spawn points.
  2. Design doc (1–2 pages): include elevator pitch, player count, mode, engagement intent, and 3 success metrics.
  3. Whitebox (2–6 hours): build a blocked-out version in a level editor with simple geometry. Focus on scale, sightlines, and choke/playground balance.
  4. Greybox (1–3 days): add placeholder props, cover, multiple floors, and basic lighting. Create a single objective scenario for quick playtests.
  5. Internal playtest (1–3 sessions): 4–12 players or bots to test pacing and flow. Record short sessions and annotate issues.
  6. Data review & iteration: tweak route widths, sightlines or spawn locations and re-run playtests. Repeat until metrics converge.

Quick design heuristics

  • Greybox in one day, iterate next day — short cycles beat week-long waits.
  • Use bots for early tests but prioritize human testers for ability-based interactions.
  • Record both POV and overhead; overhead reveals flow, POV reveals readability.

Part 4 — Playtesting, telemetry and iteration

Developers love metrics. Even community creators can deliver useful telemetry that proves a map’s value.

Must-track playtest metrics

  • Engagement hotspots: heatmap where fights clustered
  • Respawn & death locations: identify spawn problems and kill-camping
  • Time-to-objective: helps tune objective placement
  • Ability usage patterns: shows if certain areas over-amplify tools
  • Session length & drop-off points: indicates frustration or boredom triggers

How to collect this data affordably

  • Use recorded playtests and manually annotate heatmaps in a spreadsheet or draw.io.
  • Set up simple logging in your prototype build—timestamp events like kills, captures, and objective interactions to CSV.
  • Survey players immediately after sessions: ask where they got lost, what felt unfair, and which routes felt fun.

Part 5 — Performance, polish and accessibility

Even if your map never ships, a polished prototype shows professionalism. Developers expect maps that won’t grind servers or create accessibility problems.

Performance checklist

  • Use baked lighting where possible for static geometry in prototypes to reduce runtime cost.
  • Provide LODs for large props and keep draw calls reasonable.
  • Optimize collision meshes; complex visual meshes do not need complex collisions.
  • Test on lower-end hardware to avoid surprising devs with high-minimum specs.

Accessibility & UX

  • Readable color contrast and clear objective markers (visual + audio).
  • Multiple traversal options to support different mobility and playstyles.
  • Consider colorblind-safe palette choices and large UI callouts.

Part 6 — How to pitch your map to Embark (or any developer)

Don’t pitch a vague “I made a map.” Deliver a concise package that answers: why this map, how it benefits players, and how it fits the studio’s roadmap. Developers' time is scarce; clarity wins.

Pitch structure (must-have elements)

  1. Elevator pitch (1 sentence): mode, player count, and the unique hook (e.g., “A 6v6 high-intensity orbital elevator map for 3–5 minute matches that rewards vertical mobility.”)
  2. Value proposition: how the map fills a gap in the current rotation (shorter matches, objective variety, newcomer-friendly, esports-ready, seasonal event tie-in).
  3. Prototype assets: top-down map image, 30–60s walkthrough video, and a playable greybox build (or link to a recorded playtest).
  4. Metrics & test results: average time-to-first contact, engagement hotspots, and player feedback summary.
  5. Technical notes: target polycounts, LOD strategy, estimated asset reuse (so devs know integration cost).
  6. Integration plan: how the map could be bundled into an update, rotation slot suggestions, or seasonal deployment ideas.
  7. Contact & follow-up: links to your portfolio, Git/Perforce depot (if applicable), and availability for dev syncs.

Sample pitch email (short, punchy)

Subject: Arc Raiders map concept — "Skyway Bazaar" (6v6, 3–5 min) — prototype + metrics

Hi Embark team — I’m a community mapper with a playable greybox for a 6v6, high-tempo map called "Skyway Bazaar." It fills the need for short, high-frequency matches and supports strong vertical play. Attached: top-down concept, 60s video, and a greybox build. Key metrics: avg. time-to-first-contact 48s; engagement hotspots concentrated around mid plaza; player satisfaction +78% in blind tests. I’d love to sync and discuss integration options or iterate to match your 2026 map goals. — [Your Name] (link to portfolio)

What developers care about (read: how to tune your pitch)

  • Integration cost: can your map reuse existing assets and scripts? Reuse lowers the barrier to acceptance.
  • Player retention upside: does the map increase match variety, reduce churn, or enable new esports modes?
  • Data-driven validation: devs want to see proof that players enjoy the map and it does not create match-balance issues.

If you’re serious about getting developer attention, use the right channels and respect legal boundaries.

Where to share concepts

  • Embark’s official Discord / community forums — primary contact route for community content.
  • Developer AMAs and feedback threads on social media — time posts to coincide with official dev updates for visibility.
  • Mapping jams and modding Discords — build momentum and collect collaborators.
  • Dedicated hubs (e.g., bestgames.top community boards or mapping subforums) — host long-form docs and test videos.
  • Read Embark’s Terms of Service and community content rules before attaching binaries or mods to public posts.
  • Avoid redistributing Embark’s proprietary assets unless explicit permission is given.
  • Use a clear license for original assets (e.g., CC-BY for concept docs) and keep a changelog of collaborators and asset sources.

Match your designs to industry trends arriving in late 2025 and early 2026. Map systems that support modularity, live-ops changes, and telemetry-based tuning are most valuable.

  • Smaller arena spikes: design compact maps that reward quick, skillful play — Embark signaled interest in smaller map sizes for faster matches.
  • Dynamic, modular maps: create designs that can be shifted by toggling zones or event triggers (seasonal closures, environmental hazards) so devs can reuse a map shell for live events.
  • Telemetry-first design: instrument prototypes with event logs; present clean charts to show the delta your map provides.
  • Crossplay & anti-cheat considerations: account for visibility and traversal exploits that can be magnified in crossplay environments.
  • Community co-creation: propose collaborative jams where a dev team mentors top creators — an approach that increasingly appears in live-service roadmaps.

Map Maker’s Kit: Quick-reference checklist

  • Elevator pitch (1 line)
  • Top-down concept image + reference photos
  • Playable greybox or recorded walkthrough (60–120s)
  • 3 core metrics from playtests (time-to-contact, engagement density, route equity)
  • Asset reuse plan & rough poly/LOD targets
  • Integration suggestion (rotation slot, seasonal tie, or event)
  • Contact info, source control access, and availability for dev calls

Final takeaways — how to maximize your chances in 2026

  • Ship a prototype, not just a screenshot: devs value playable proof more than concept art.
  • Match your pitch to Embark’s 2026 goals: if they’re asking for smaller maps or grander levels, tailor your concept specifically.
  • Show the data: simple metrics replace long opinions. Even basic playtest logs move a pitch from “cool” to “actionable.”
  • Be modular: designs that are flexible and asset-light are the most likely to be used in live-ops cycles.
  • Engage the community: host playtests, recruit testers from Arc Raiders Discords, and publicize results — momentum helps your pitch.

Resources & next steps

  • Monitor Embark’s official channels for SDK announcements and map submission guidelines.
  • Set up a mapping repo (Perforce/Git LFS) and keep a clear README that documents build/test steps.
  • Run a local map jam: 48–72 hours to create several concept variants and pick the best for prototyping.

Call to action

If you’ve sketched a map idea, don’t let it stall on a screenshot. Start a 48-hour prototype this week: build a whitebox, record a 60-second walkthrough, and post it to community channels with your 1-line elevator pitch. Share the link on the Arc Raiders subforum or tag Embark’s community team — and drop your concept in the bestgames.top mapping hub so other creators can collaborate. The 2026 window is open; make your map ready before it closes.

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Related Topics

#Arc Raiders#modding#community
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2026-02-26T04:14:08.205Z