Guides

How to Build Maps in Stuntin

Turn 200+ racing blocks into a line that launches, lands, and gets likes.

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How to Build Stuntin Maps

The builder is why Stuntin exists. Curseddd Games shipped an alpha with 200+ racing blocks so you can snap a course together and let the server play it. Most first publishes fail for the same reason: the author never drove the line from spawn as a stranger. This guide is the fix. Keep the map planner open in another tab and the block tier list next to your piece tray.

The one rule

If you cannot finish your own map on the first try in a fresh car, do not publish it. Likes come from completions, not from how many corkscrews you stacked. Drive the line in the car a new player actually owns — see getting started — not in the heaviest body in your garage.

Block vocabulary

Treat the catalog as five jobs:

  1. Connectors — flats, gentle curves, elevation plates. These are 80% of a good map.
  2. Launchers — ramps, waves, kickers. One launcher per idea. Two in a row is a crash.
  3. Air toys — loops, corkscrews, rings. Place them only after a launcher that already works.
  4. Landings — long flats, slight downhill. Always longer than you think.
  5. Safety — barriers, checkpoints, catch nets if the patch has them.

S-tier pieces live on the block tier list. If a block looks spectacular in the thumbnail and feels greasy in play, it is a C-tier decoration. Save it for a second publish.

Layout pattern that always works

Use this skeleton until you have a liked map:

  1. Spawn plaza — wide flat, obvious nose direction, no immediate jump.
  2. Warm-up curve — one left or right so the camera wakes up.
  3. First launcher — small ramp, long landing.
  4. Rhythm section — two or three gentle waves, like the yellow-car thumbnail.
  5. Feature — one loop or one big kicker, not both.
  6. Brake-down flats — let boost drain.
  7. Finish — wide, flat, no last-second gap.

That is a three-minute drive. Players will finish it. Then they will like it. Then you can add a second feature.

Checkpoints and fail states

Put a checkpoint on every landing that took you more than one try. Alpha players will not replay a two-minute approach to retry a loop. If the build tools offer a “reset to last checkpoint” pad, place it in sight of the fail pit, not hidden under the track.

Killboxes should sit beside the line, not on it. A transparent kill volume on a wavy ramp that is supposed to be driven is how you farm hate comments.

Physics notes the tray does not tell you

  • Speed is a resource. A downhill into a kicker is often enough; stacking boost pads in front of every ramp is how cars become missiles.
  • Landing length should be at least 1.5 times the ramp height for a clean nose-down touch. If you cannot measure, place two extra flats and cut later.
  • Barriers belong on the outside of curves, not as decoration on the racing line.
  • Moving pieces are for showcases. They desync on 50-player servers. Read how to race before you add a rotating plate.

Publish checklist

Before you hit publish:

  • Driven start to finish in a starter car.
  • Title describes the idea (“gentle waves”, “one loop”) instead of “EPIC XYZ”.
  • Description mentions difficulty in one word: easy, medium, hard.
  • Spawn faces the first piece.
  • No floating blocks from an undo.
  • Tested after the latest alpha notes patch.

Then follow how to publish for the public copy, title, and map ID. Share that ID in a lobby using how to play. Do not only publish into the void; ask one friend to run it once.

Iteration after the first likes

Read the fail points. If everyone dies at the same corkscrew, the corkscrew is wrong, not the players. Replace it with a landing from the landing guide logic: slower entry, longer exit. Builders who defend a broken feature stop getting plays.

When you want a harder second map, copy the skeleton and swap the feature, do not double the length. The community maps ranking explains which published layouts people actually finish.

Build sits between controls (you must be able to test) and how to publish (you must be able to ship). How to race friends is sharing after the public copy exists. Come back to this page after every patch that adds blocks.

FAQ

Frequently Asked Questions

Quick answers to the most common Stuntin questions.

How many blocks should my first Stuntin map use?

Fewer than you want. A spawn, one ramp, a long landing, and a finish will teach you more than a 200-piece megabase.

Why do players leave my map at the first jump?

The launcher is too steep or the landing is too short. Drive it in a starter car and add flats.

Can I copy a featured map?

Study it, then rebuild the idea with your own pieces. Publishing a duplicate usually gets ignored.

Do I need a special car to test?

No. Test in the default body so the map is honest for new drivers.