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manual:subwaysim:map_construction:prepare_map

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Prepare a Map for SubwaySim

In this section, we prepare the map so it can be loaded and used inside SubwaySim 2.

At this stage, the basic map layout and track system already exist. Now we focus on preparing all required systems so the map works correctly with AI trains, routing, stations, and in-game logic.

This page serves as an overview and entry point for the individual preparation steps listed below. Each chapter will later be explained in more detail in its own dedicated page.


Overview

The preparation workflow consists of four mandatory core areas:

  • Tracks & Layout
  • Signals & Speed Limits
  • Station Definitions

Optional systems such as passenger spawners or menu thumbnails can be added later.


Tracks and Layout

Before continuing, make sure you are familiar with track building using the Railtool:

In this example, we build a small test route that we will later use to validate AI spawning and routing.


Building the Main Line

We start by creating a double-track main line on the test map that was created earlier in:

At both ends of the route, we create crossovers so trains can:

  • switch from the left track to the right track
  • switch from the right track to the left track

These crossovers are essential later for AI routing and timetable planning.


Creating a Depot Connection

Once the straight main line is finished, we add a small depot area where trains can be stored.

To do this, we go to the middle of the main line and create another crossover between both tracks. This crossover will serve as the only access point to the depot.

We intentionally design the depot so that:

  • trains can enter the depot only from one direction

This is a deliberate constraint and will later help demonstrate dispatching and routing logic.


Adding a Test / Inspection Track

At the depot, we add one additional long track that runs past the depot on the outside.

This track can be used as:

  • a test track for vehicles
  • an inspection track for debugging
  • a safe place to spawn and test new vehicles without blocking the main line


Important Note

⚠️ Data Layers must be set up while laying tracks

When building the track layout, it is essential to also create and assign the correct Data Layers at the same time.

In particular, make sure to:

  • place and assign third rail (power rail) Data Layers
  • place and assign tunnel Data Layers where applicable

These Data Layers are not just visual elements. They are required for:

  • correct power supply logic
  • tunnel-specific lighting and environment behavior
  • proper interaction with vehicles and systems later in development

Adding or fixing missing Data Layers after the track layout is finished can be very time-consuming and error-prone.

Before continuing, make sure you have read and followed the instructions in:

Only continue once all required Data Layers are correctly set up along the entire route.


Signals and Speed Limits

Every map requires signals in order to spawn and operate trains correctly. It is not possible to place or spawn a train on a track unless there is a valid signal in front of and behind the train.

This rule is mandatory and must always be respected.


Signal Assets

All required signal assets can be found in the SubwaySim2_Modding plugin:

Path:

SubwaySim2_Modding / Infrastructure / Signals

Assets from SubwaySim2_Modding may always be used directly in your maps.

For details on why this is allowed, see:


Placing Buffer Stops and Signals

For every track end and exit, the following elements must be placed:

Buffer Stops

  • Blueprint: BP_BufferStop
  • Must be placed at every dead-end track

Signals

  • Blueprint: BP_MS_SGRYSYG
  • Must be placed at every exit and entry point of a track

(Here an overview image is shown with:

  • Green markers = Signals
  • Blue markers = Buffer Stops)


Signal Speed Limits

Important Note

Speed limits and signal behavior in SubwaySim 2 follow the Berlin U-Bahn signaling logic.

This means:

  • Speed limits apply immediately at the signal
  • There is no delayed enforcement after passing the signal

Setting Speed Limits

After all signals are placed, define how fast trains are allowed to travel using:

  • BP_SignalSpeedLimit

This blueprint is placed:

  • at the point where the train is expected to pass
  • in the direction of travel

Using this blueprint, you can:

  • define a speed limit
  • optionally add additional indicators (e.g. track number indicators)

  • Green markers = Signals
  • Pink markers = Signal Speed Limit (40 km/h)
  • Blue markers = Signal Speed Limit (25 km/h)

After placing buffer stops, signals, and speed limits, the map is prepared from a signaling perspective.


Station Definitions

Station Definitions are a mandatory part of every map that should support AI trains.

Blueprint:

SubwaySim2_Modding / GameFramework / RailwaySystem / **BP_StationDefinition**

A BP_StationDefinition must be placed once per station. Inside this Blueprint, all platforms belonging to that station are defined.

In our example map we will need:

  • Three Station Definitions for passenger stations
  • One Station Definition for the depot

Placing a Station Definition

Drag BP_StationDefinition onto the track. The Blueprint will automatically snap to the rail.

Repeat this step for every station and the depot.


Station Definition Settings

Select the placed BP_StationDefinition and open the Details panel.

Inside the Station Definition section you will find:

  • Name Short

Short station identifier (station code).

  Example:  
  Warschauer Straße → `WA`  
  TestStation → `TS`


Defining Platforms

Each station can have one or more platforms.

To add a platform:

  • Click the + button in the Platforms array

Two markers will appear:

  • Platform Begin
  • Platform End

Placement rules:

  • Platform End points towards the buffer stop / track end
  • Platform Begin points towards the open track
  • IMPORTANT:

The rotation of Begin and End markers must be consistent across the entire map (all platforms must follow the same direction logic)


Platform Properties

Property Description
Number Platform number. Referenced later in Lua and timetables.
Platform Begin XYZ coordinates of the platform start marker.
Platform End XYZ coordinates of the platform end marker.
Platform Side Platform side relative to track direction (Begin → End). Options: No Platform, Left, Right.
Spawn Direction Currently not relevant. Used for passenger spawning logic.
Stop Markers Dir 1 Automatically generates stop markers for direction 1.
Stop Markers Dir 2 Automatically generates stop markers for direction 2.
Platform Length Auto-calculated platform length. Important for AI stopping accuracy and Lua logic.


Finalizing Station Setup

Configure all stations until the station layout matches the intended design.

Repeat this process for:

  • The opposite terminus
  • The intermediate station near the depot
  • The depot itself

Once Station Definitions are finished, the map is ready for:

  • AI train spawning
  • Timetables
  • Station-based routing

Next Step: Creating the Map.lua

At this point, the map layout and all required level elements are prepared:

  • tracks and crossovers are in place
  • signals and speed limits are configured
  • station definitions are placed and finalized

The next step is defining the runtime logic of the map.

This is done in the Map.lua, where you will:

  • register the map so it appears in the menu
  • link the Unreal level to the map
  • define stations and platforms for AI and player spawning
  • create AI timetables and services
  • configure dispatching and depot logic

Continue with:


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2025/12/12 12:06 · dcs
manual/subwaysim/map_construction/prepare_map.1768393142.txt.gz · Last modified: by dcs

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