🎯 Overview
The Map Editor lets you build your own station map (track layout, train schedule, departure board settings) inside the game. Finished maps can be launched from the User Maps screen on the title menu and played with the same controls as the built-in maps.
Differences from Official Maps
UGC maps you build with the editor have a few limitations compared to the bundled official maps.
- Coupling and decoupling are not supported (joining or splitting train consists)
- Multiple trains sharing the same platform are not supported (parallel parking on the same platform)
- Only the basic signal aspects are configurable. Detailed aspect distinctions like caution-restrictive or restricted-speed-deceleration cannot be tuned
- Departure buttons work on a track-number basis. The sorting-display-linked departure control used on official maps is not supported
Basic signal handling, route setting and timetabled operation can all be reproduced in UGC, so we recommend trying things out in the editor.
The relationship between editing and saving
About this article
🚪 Opening the Editor
The Map Editor is launched from the title screen.
- Start the game and reach the title screen
- Click the Map Editor button at the bottom of the screen
- The editor opens with no map loaded (nothing is placed yet)
Right after launch, you need to choose between New Map and Open Map to decide what to edit. Both are accessible from the File menu in the top-left (see below).
🖥 Screen Layout
The editor screen is divided into the following areas.
① Top menu bar
Always visible at the very top of the screen.
| Position | Item | Role |
|---|---|---|
| Far left | File ▾ | Opens the menu (New Map / Open / Reload / Clear All / Return to Title, etc.) |
| Center | Map name display | Currently edited map (e.g. [CustomMaps/Futtsu] Futtsu/Futtsu/DayTime) |
| Right side | ▶ Preview | Run the current map in playable form |
| Far right | Save (Ctrl+S) | Write the current state to CSV files |
② Left sidebar (categories and sub-modes)
Where you pick what to edit. There are four categories.
| Category | Sub-modes | Used for |
|---|---|---|
| Company | Train Class Master / Train Type Master | Define train class labels (colors) and train type icons |
| Wiring | Track Circuit / Switch / Bulk Edit / Station / Platform | Draw tracks and station premises |
| Equipment | Lever / Route / Signal / Departure Button | Place signal-related equipment and routes |
| Operation | Path Group / Train List / Diagram Row | Build the train timetable (only enabled when a scenario is loaded) |
③ Center workspace
The main editing area. What clicks do depends on the active sub-mode: draw track, draw a station rectangle, place a lever, etc. Right-click + drag to pan, and Ctrl+wheel or +/- to zoom (same controls as the main game).
④ Status / save message bar
A status message appears briefly near the top of the screen for save results, validation errors, operation warnings, and so on. Messages stay visible for about 5 seconds.
🆕 Creating a New Map
Choose New Map from the File menu to open a simple one-field dialog.
- Enter a map name (e.g.
Futtsu) - Click Create
- If a map with the same name already exists, the editor appends
_2,_3, etc. automatically (e.g.Futtsu_2) - The editor switches to the new map and prompts "Create a scenario?"
- Enter a scenario name and confirm — the Operation category (train list, etc.) becomes editable
\ / : * ? " < > |, a trailing period, and relative references (..) are not allowed.
Spaces, hyphens, and underscores are fine.
📁 Opening an Existing Map
Choose Open Map from the File menu to list all UGC maps stored locally. Pick a map, then pick a scenario inside it.
Adding and deleting scenarios
- Use the New scenario name field in the right pane and press Create to add a scenario to that map
- Each scenario row has a Delete button that requires two clicks (5-second confirm window)
📋 Editing Workflow
- ① Company — Prepare train classes and train types (adding from the default bank is enough). Company guide
- ② Wiring — Place track circuits, switches, stations, and platforms. Track-number and station-direction masters are also handled here, inside the Station editor. Wiring guide
- ③ Equipment — Place levers, routes, signals, and departure buttons. Equipment guide
- ④ Operation — Edit path groups, train list, and diagram rows (only enabled when a scenario is loaded). Operations guide
- Save and check the result with Preview
💾 Save and Preview
Saving (write to CSV)
Use the Save (Ctrl+S) button in the top right, or press Ctrl+S.
Saving runs an integrity check, then writes the current editing state to the CSV files under CustomMaps/<map name>/.
Preview (live test)
The ▶ Preview button to the left of Save runs the map you are editing in playable form. Preview always launches in sandbox mode (no scoring).
While preview is running, a Return to Editor overlay appears at the top of the screen. Click it to leave preview — the editor will reload the same map you were editing.
🏷 Bundle Info (Public Metadata)
Bundle info is the set of title / description / author / preview image that other players see when your UGC map is published. It shows up in the title screen's User Maps list and in the editor's "Open Map" dialog. The map plays fine without it, but if you plan to share, set at least the title, description, and preview image.
<mapFolder>/bundle.json, and the preview image at <mapFolder>/preview.png.
Both sit directly under the map folder along with the CSV files, so sharing the folder also shares the metadata.
Editing bundle info
Open the dialog from the menu bar: "File ▼" → "Edit Bundle Info...". You can enter:
| Field | Description |
|---|---|
| Title | Large name shown in the list, independent of the folder name (e.g. "Yokohama Morning Rush"). Falls back to the folder name if empty. |
| Description | Map description. Multiple lines OK. Shown below the preview image on the title screen's User Maps panel. Tip: list features like "with double crossover / shunting / morning rush" so players can pick easily. |
| Author | Self-declared author name. SNS handles, etc. |
| Version | Your map's version number (e.g. 1.0.0). Bumping on updates lets recipients tell old from new. |
| Tags | Search keywords (comma-separated). Planned to feed Steam Workshop search. |
Capturing the preview image
The preview image appears as a thumbnail in the list, and as a large image on the right pane when the row is selected. From the menu bar: "File ▼" → "Capture Preview Image..." switches to a preview-play screen with no trains spawned, so you can frame the camera.
- Choose "File ▼" → "Capture Preview Image..."
- You're taken to the preview-play screen (no trains; a yellow banner appears at the top)
- Use mouse drag / wheel to frame the shot
- Click "Capture Here" at the top to save
preview.pngunder the map folder - To re-shoot, press the same button again to overwrite
- Click "Return to Editor" to go back
📦 Where Maps Are Stored
UGC maps are stored as plain CSV files in the user save area on Windows.
%USERPROFILE%\AppData\LocalLow\DefaultCompany\RailSim260127\CustomMaps\<map name>\
Inside each map folder, Data/<company>/<map name>/ holds CSV files such as TrackCircuits.csv and Routes.csv.
Scenario-specific files (TrainList.csv, etc.) live under that Data/<company>/<map name>/<scenario>/.
📚 What to Read Next
This article was the introductory tour. For details on each category, follow the guides below (the order matches the recommended editing order).
- ① Company guide — train class and train type masters
- ② Wiring guide — track circuit, switch, station, platform, track-number and station-direction masters
- ③ Equipment guide — levers, routes, signals, departure buttons
- ④ Operations guide — path groups, train list, diagram rows
- ⛳ Playing user maps — how to launch finished maps from the title screen
For the core gameplay, see the help guide. Inside Preview, the controls are the same as the main game.