===== Map Construction ===== This section provides everything you need to build maps for SubwaySim 2 — from creating a new level to preparing and packaging it for use in the game. You will learn how to: * create and prepare a level * migrate assets into your own plugin * build railway infrastructure using the Railtool * prepare stations, signals, and AI-relevant data * define map logic and AI services via Map.lua * build and test your map in SubwaySim 2 The following chapters guide you step by step through the complete **technical map creation workflow**. ---- * **[[manual:subwaysim:map_construction:create_level|Create a Level]]** Create and prepare a new Unreal Engine level for use with the SubwaySim Modding SDK, including world partition setup and basic configuration. * **[[manual:subwaysim:map_construction:migrate_assets|Migrate Assets]]** Safely migrate meshes, materials, and other assets into your own plugin without breaking references. * **[[manual:subwaysim:map_construction:railtool|Railtool]]** Build the railway infrastructure of your map. * **[[manual:subwaysim:map_construction:creating_superstructure|Superstructure]]** Define the physical and visual properties of tracks. * **[[manual:subwaysim:map_construction:laying_tracks|Laying Tracks]]** Place track splines, switches, and assign required data layers. * **[[manual:subwaysim:map_construction:importing_switches|Importing Switches]]** Optional step for complex switch constructions. * **[[manual:subwaysim:map_construction:prepare_map|Prepare Map]]** Prepare the level for runtime use in SubwaySim 2: * validate track layout * place signals and speed limits * define stations and platforms After this step, the level is technically ready for AI logic. * **[[manual:subwaysim:map_construction:create_maplua|Create Map.lua]]** Define the runtime logic of the map: * register the map in the ContentManager * link stations and platforms * create AI timetables and services * configure dispatching and depot logic * **[[manual:subwaysim:map_construction:build_mod|Build Mod (.pak)]]** Package the map into a `.pak` file and test it inside SubwaySim 2. ---- ===== Editor Tools ===== Editor Tools are used to **visually build out and refine the map**. They are optional and can be used at any point during development. Typical use cases include: * placing platforms and station structures * adding props and environment details * refining the visual appearance of stations and depots Available tools include: * **[[manual:subwaysim:propplacing_tool|Prop Placing Tool]]** Editor Tools do not affect map logic and can be used independently from Map.lua. ---- Together, these sections cover the full workflow — from an empty level to a finished, playable map in SubwaySim 2. {{page>manual:footer}}