[{"data":1,"prerenderedAt":40},["ShallowReactive",2],{"doc-en-add-modded-map-beammp":3},{"path":4,"slug":5,"title":6,"description":7,"category":8,"subcategory":9,"icon":10,"date":11,"author":12,"order":13,"image":14,"tags":15,"keywords":26,"docGroup":37,"docGroupIcon":37,"link_fr":38,"bodyHtml":39},"\u002Fdocs\u002Fen\u002Fgaming\u002Fbeammp\u002Fadd-modded-map-beammp","add-modded-map-beammp","How to Install a Modded Map on Your BeamMP Server","Learn how to install a modded map on your BeamMP server from the Winheberg gaming panel. Upload to Resources\u002FClient, configure the Map path in Startup, and troubleshoot common errors.","jeux","beammp","tabler:file-text","2026-07-24","Winheberg",20,"\u002Fstatics\u002Fimages\u002Fdocs\u002Fen\u002Fgaming\u002Fbeammp\u002Fadd-modded-map-beammp.webp",[16,17,18,19,20,21,22,23,24,25],"BeamMP","Map","Modded map","Installation","Resources","Client","Startup","Panel","Tutorial","Gaming",[27,28,29,30,31,32,33,34,35,36],"install BeamMP map","BeamMP modded map","BeamMP map mod","Resources Client BeamMP","levels info.json BeamMP","Bajarama BeamMP","Gridmap BeamMP","BeamMP map configuration","BeamMP panel map","add BeamMP map","","\u002Fdocs\u002Fbeammp\u002Fajouter-carte-moddee-beammp","\u003Ch2>Context\u003C\u002Fh2>\n\u003Cp>You manage a \u003Cstrong>BeamMP server\u003C\u002Fstrong> at Winheberg and want to move past the default map to offer your players something more original? Whether it&#39;s driving on \u003Cstrong>Bajarama\u003C\u002Fstrong>, \u003Cstrong>Roane County\u003C\u002Fstrong>, \u003Cstrong>Garfield Heights\u003C\u002Fstrong>, or any other community map, installation takes just a few minutes through your gaming panel.\u003C\u002Fp>\n\u003Cp>This guide walks you through how to \u003Cstrong>add a modded map\u003C\u002Fstrong> to your BeamMP server, how to \u003Cstrong>correctly identify its internal name\u003C\u002Fstrong> (the most common mistake), and what to do if the map doesn&#39;t load.\u003C\u002Fp>\n\u003Ch2>Prerequisites\u003C\u002Fh2>\n\u003Cp>Before you start, make sure you have the following.\u003C\u002Fp>\n\u003Cul>\n\u003Cli>An active \u003Cstrong>BeamMP server\u003C\u002Fstrong> on your Winheberg gaming panel\u003C\u002Fli>\n\u003Cli>The \u003Cstrong>\u003Ccode>.zip\u003C\u002Fcode> file\u003C\u002Fstrong> of the map you want to install\u003C\u002Fli>\n\u003Cli>A \u003Cstrong>trusted source\u003C\u002Fstrong> to download the map from (the official BeamNG.drive Repository, BeamMP forums, etc.)\u003C\u002Fli>\n\u003C\u002Ful>\n\u003Cdiv class=\"markdown-alert markdown-alert-warning\">\u003Cspan class=\"alert-icon\">\u003Csvg xmlns=\"http:\u002F\u002Fwww.w3.org\u002F2000\u002Fsvg\" width=\"16\" height=\"16\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"2\" stroke-linecap=\"round\" stroke-linejoin=\"round\">\u003Cpath d=\"M10.29 3.86L1.82 18a2 2 0 0 0 1.71 3h16.94a2 2 0 0 0 1.71-3L13.71 3.86a2 2 0 0 0-3.42 0z\"\u002F>\u003Cline x1=\"12\" y1=\"9\" x2=\"12\" y2=\"13\"\u002F>\u003Cline x1=\"12\" y1=\"17\" x2=\"12.01\" y2=\"17\"\u002F>\u003C\u002Fsvg>\u003C\u002Fspan>\u003Cdiv class=\"markdown-alert-body\">\u003Cp>Only download maps \u003Cstrong>from trusted sources\u003C\u002Fstrong>. As with mods in general, \u003Ccode>.zip\u003C\u002Fcode> files can contain malicious code or corrupted files. Prefer the official BeamNG repository or well-known community creators.\u003C\u002Fp>\n\u003C\u002Fdiv>\u003C\u002Fdiv>\n\u003Ch2>1. Upload the map to your server\u003C\u002Fh2>\n\u003Cp>The map file needs to be placed in a specific folder to be detected by BeamMP.\u003C\u002Fp>\n\u003Col>\n\u003Cli>Log in to your \u003Cstrong>Winheberg gaming panel\u003C\u002Fstrong>\u003C\u002Fli>\n\u003Cli>Select your \u003Cstrong>BeamMP server\u003C\u002Fstrong>\u003C\u002Fli>\n\u003Cli>In the side menu, click \u003Cstrong>Files\u003C\u002Fstrong>\u003C\u002Fli>\n\u003Cli>Navigate to the \u003Cstrong>\u003Ccode>Resources\u003C\u002Fcode>\u003C\u002Fstrong> folder, then \u003Cstrong>\u003Ccode>Client\u003C\u002Fcode>\u003C\u002Fstrong>\u003C\u002Fli>\n\u003Cli>\u003Cstrong>Drag and drop\u003C\u002Fstrong> your \u003Ccode>.zip\u003C\u002Fcode> file into this folder (don&#39;t extract it, BeamMP reads archives directly)\u003C\u002Fli>\n\u003C\u002Fol>\n\u003Cp>The full path should look like this.\u003C\u002Fp>\n\u003Cpre>\u003Ccode>\u002Fhome\u002Fcontainer\u002FResources\u002FClient\u002Fyour-map.zip\n\u003C\u002Fcode>\u003C\u002Fpre>\n\u003Cdiv class=\"markdown-alert markdown-alert-important\">\u003Cspan class=\"alert-icon\">\u003Csvg xmlns=\"http:\u002F\u002Fwww.w3.org\u002F2000\u002Fsvg\" width=\"16\" height=\"16\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"2\" stroke-linecap=\"round\" stroke-linejoin=\"round\">\u003Cpath d=\"M12 22c5.523 0 10-4.477 10-10S17.523 2 12 2 2 6.477 2 12s4.477 10 10 10z\"\u002F>\u003Cpath d=\"M12 8v4\"\u002F>\u003Cpath d=\"M12 16h.01\"\u002F>\u003C\u002Fsvg>\u003C\u002Fspan>\u003Cdiv class=\"markdown-alert-body\">\u003Cp>The panel enforces a \u003Cstrong>100 MB upload limit\u003C\u002Fstrong> through the web interface. Most BeamMP maps far exceed this limit. If your \u003Ccode>.zip\u003C\u002Fcode> is over 100 MB, you&#39;ll need to use an \u003Cstrong>SFTP connection\u003C\u002Fstrong> to upload your map. Your SFTP credentials are available in your server&#39;s \u003Cstrong>Settings\u003C\u002Fstrong> section (host, port, username), and the \u003Cstrong>password is the same as your panel account&#39;s\u003C\u002Fstrong>. Use a client like \u003Cstrong>FileZilla\u003C\u002Fstrong> or \u003Cstrong>WinSCP\u003C\u002Fstrong> to connect and drop your file directly into \u003Ccode>Resources\u002FClient\u003C\u002Fcode>.\u003C\u002Fp>\n\u003C\u002Fdiv>\u003C\u002Fdiv>\n\u003Cdiv class=\"markdown-alert markdown-alert-note\">\u003Cspan class=\"alert-icon\">\u003Csvg xmlns=\"http:\u002F\u002Fwww.w3.org\u002F2000\u002Fsvg\" width=\"16\" height=\"16\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"2\" stroke-linecap=\"round\" stroke-linejoin=\"round\">\u003Ccircle cx=\"12\" cy=\"12\" r=\"10\"\u002F>\u003Cline x1=\"12\" y1=\"16\" x2=\"12\" y2=\"12\"\u002F>\u003Cline x1=\"12\" y1=\"8\" x2=\"12.01\" y2=\"8\"\u002F>\u003C\u002Fsvg>\u003C\u002Fspan>\u003Cdiv class=\"markdown-alert-body\">\u003Cp>The \u003Cstrong>\u003Ccode>Client\u003C\u002Fcode>\u003C\u002Fstrong> folder is specifically for resources automatically sent to players when they connect. Don&#39;t confuse it with the \u003Ccode>Server\u003C\u002Fcode> folder, which holds server-side scripts.\u003C\u002Fp>\n\u003C\u002Fdiv>\u003C\u002Fdiv>\n\u003Ch2>2. Identify the map&#39;s internal name\u003C\u002Fh2>\n\u003Cp>This is the most important step, and the one that causes the most trouble for beginners. \u003Cstrong>The \u003Ccode>.zip\u003C\u002Fcode> file&#39;s name isn&#39;t the map name\u003C\u002Fstrong> BeamMP needs. You need to find the \u003Cstrong>internal name\u003C\u002Fstrong> used by the game engine.\u003C\u002Fp>\n\u003Ch3>Method 1, from the download site\u003C\u002Fh3>\n\u003Cp>Most sites that distribute BeamNG maps list the map&#39;s \u003Cstrong>internal name\u003C\u002Fstrong> in the description, often in the form \u003Ccode>levels\u002Finternal_name\u002Finfo.json\u003C\u002Fcode>. That&#39;s the information you need.\u003C\u002Fp>\n\u003Ch3>Method 2, inspect the .zip&#39;s contents\u003C\u002Fh3>\n\u003Cp>If that info isn&#39;t available on the site, open the \u003Ccode>.zip\u003C\u002Fcode> file with archive software (without extracting it). You&#39;ll find a folder structure that looks like this.\u003C\u002Fp>\n\u003Cpre>\u003Ccode>levels\u002F\n  └── map_name\u002F\n        ├── info.json\n        ├── main.terrain.json\n        └── ...\n\u003C\u002Fcode>\u003C\u002Fpre>\n\u003Cp>The \u003Cstrong>folder name\u003C\u002Fstrong> under \u003Ccode>levels\u002F\u003C\u002Fcode> is exactly the internal name you need.\u003C\u002Fp>\n\u003Ch3>Concrete examples\u003C\u002Fh3>\n\u003Cp>Here are a few examples to help you visualize it.\u003C\u002Fp>\n\u003Ctable>\n\u003Cthead>\n\u003Ctr>\n\u003Cth>Map\u003C\u002Fth>\n\u003Cth>Internal name\u003C\u002Fth>\n\u003Cth>Full path\u003C\u002Fth>\n\u003C\u002Ftr>\n\u003C\u002Fthead>\n\u003Ctbody>\u003Ctr>\n\u003Ctd>Default map\u003C\u002Ftd>\n\u003Ctd>\u003Ccode>gridmap_v2\u003C\u002Fcode>\u003C\u002Ftd>\n\u003Ctd>\u003Ccode>levels\u002Fgridmap_v2\u002Finfo.json\u003C\u002Fcode>\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>Bajarama\u003C\u002Ftd>\n\u003Ctd>\u003Ccode>bajarama\u003C\u002Fcode>\u003C\u002Ftd>\n\u003Ctd>\u003Ccode>levels\u002Fbajarama\u002Finfo.json\u003C\u002Fcode>\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>Roane County\u003C\u002Ftd>\n\u003Ctd>\u003Ccode>roane_county\u003C\u002Fcode>\u003C\u002Ftd>\n\u003Ctd>\u003Ccode>levels\u002Froane_county\u002Finfo.json\u003C\u002Fcode>\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003C\u002Ftbody>\u003C\u002Ftable>\n\u003Ch2>3. Configure the map path in the panel\u003C\u002Fh2>\n\u003Cp>Once you&#39;ve identified the internal name, you need to tell BeamMP to load this map on startup.\u003C\u002Fp>\n\u003Col>\n\u003Cli>In the panel&#39;s side menu, click \u003Cstrong>Startup\u003C\u002Fstrong>\u003C\u002Fli>\n\u003Cli>Find the \u003Cstrong>Map\u003C\u002Fstrong> field\u003C\u002Fli>\n\u003Cli>Replace the current value with your map&#39;s \u003Cstrong>full path\u003C\u002Fstrong>, in the \u003Ccode>levels\u002Finternal_name\u002Finfo.json\u003C\u002Fcode> format\u003C\u002Fli>\n\u003C\u002Fol>\n\u003Cp>For example, for the Bajarama map.\u003C\u002Fp>\n\u003Cpre>\u003Ccode>levels\u002Fbajarama\u002Finfo.json\n\u003C\u002Fcode>\u003C\u002Fpre>\n\u003Col start=\"4\">\n\u003Cli>Save the changes\u003C\u002Fli>\n\u003C\u002Fol>\n\u003Cdiv class=\"markdown-alert markdown-alert-tip\">\u003Cspan class=\"alert-icon\">\u003Csvg xmlns=\"http:\u002F\u002Fwww.w3.org\u002F2000\u002Fsvg\" width=\"16\" height=\"16\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"2\" stroke-linecap=\"round\" stroke-linejoin=\"round\">\u003Ccircle cx=\"12\" cy=\"12\" r=\"10\"\u002F>\u003Cpath d=\"M12 16v-4\"\u002F>\u003Cpath d=\"M12 8h.01\"\u002F>\u003C\u002Fsvg>\u003C\u002Fspan>\u003Cdiv class=\"markdown-alert-body\">\u003Cp>The expected format is \u003Cstrong>always\u003C\u002Fstrong> \u003Ccode>levels\u002FNAME\u002Finfo.json\u003C\u002Fcode>. No leading slash, no absolute path, no \u003Ccode>.zip\u003C\u002Fcode> extension. If you put anything else, the server won&#39;t find the map and will fall back to the default map (or refuse to start).\u003C\u002Fp>\n\u003C\u002Fdiv>\u003C\u002Fdiv>\n\u003Ch2>4. Restart your server\u003C\u002Fh2>\n\u003Cp>For the changes to take effect, you need to restart your BeamMP server.\u003C\u002Fp>\n\u003Col>\n\u003Cli>Go back to your server&#39;s main page in the panel\u003C\u002Fli>\n\u003Cli>Click \u003Cstrong>Restart\u003C\u002Fstrong> (or Stop then Start if needed)\u003C\u002Fli>\n\u003Cli>Watch the \u003Cstrong>console\u003C\u002Fstrong> to make sure the server starts correctly with the new map\u003C\u002Fli>\n\u003C\u002Fol>\n\u003Cp>If the map loads without errors in the logs, you can connect to the server from your BeamMP client to test it in-game.\u003C\u002Fp>\n\u003Ch2>If you run into trouble\u003C\u002Fh2>\n\u003Cp>Here are the most common errors when installing a modded map.\u003C\u002Fp>\n\u003Ch3>❌ The server starts but loads the default map\u003C\u002Fh3>\n\u003Cp>The path you entered in the \u003Cstrong>Map\u003C\u002Fstrong> field is incorrect. Check the following.\u003C\u002Fp>\n\u003Cul>\n\u003Cli>The map&#39;s \u003Cstrong>internal name\u003C\u002Fstrong> is spelled correctly (case-sensitive, no spaces)\u003C\u002Fli>\n\u003Cli>The format is exactly \u003Ccode>levels\u002FNAME\u002Finfo.json\u003C\u002Fcode>, with no leading slash\u003C\u002Fli>\n\u003Cli>The \u003Ccode>.zip\u003C\u002Fcode> file is indeed in \u003Ccode>Resources\u002FClient\u003C\u002Fcode> and nowhere else\u003C\u002Fli>\n\u003C\u002Ful>\n\u003Ch3>❌ Map loading error in the console\u003C\u002Fh3>\n\u003Cp>If you see an error like \u003Cem>&quot;Could not find level&quot;\u003C\u002Fem> or \u003Cem>&quot;Map not found&quot;\u003C\u002Fem> in the console, the server can&#39;t read the file. Check the following.\u003C\u002Fp>\n\u003Cul>\n\u003Cli>The \u003Ccode>.zip\u003C\u002Fcode> file isn&#39;t \u003Cstrong>corrupted\u003C\u002Fstrong> (try opening it with archive software)\u003C\u002Fli>\n\u003Cli>The \u003Ccode>.zip\u003C\u002Fcode> does contain a \u003Ccode>levels\u002F\u003C\u002Fcode> folder at its root\u003C\u002Fli>\n\u003Cli>You didn&#39;t accidentally extract the \u003Ccode>.zip\u003C\u002Fcode> (BeamMP needs the archive intact)\u003C\u002Fli>\n\u003C\u002Ful>\n\u003Ch3>❌ The map works in solo but not on the server\u003C\u002Fh3>\n\u003Cp>Some maps are designed only for \u003Cstrong>BeamNG.drive&#39;s solo mode\u003C\u002Fstrong> and aren&#39;t adapted for multiplayer (unsynced objects, incompatible scripts, etc.). Check the map&#39;s page to see if it&#39;s \u003Cstrong>explicitly BeamMP-compatible\u003C\u002Fstrong>.\u003C\u002Fp>\n\u003Ch3>❌ My players can&#39;t connect after adding the map\u003C\u002Fh3>\n\u003Cp>The \u003Ccode>.zip\u003C\u002Fcode> file may be too large for your players to download quickly. Check the following.\u003C\u002Fp>\n\u003Cul>\n\u003Cli>The \u003Cstrong>file size\u003C\u002Fstrong> is reasonable (beyond 500 MB, some players may experience timeouts)\u003C\u002Fli>\n\u003Cli>Your players have a connection stable enough to download the map on first launch\u003C\u002Fli>\n\u003Cli>The server isn&#39;t overloaded on bandwidth at the time players connect\u003C\u002Fli>\n\u003C\u002Ful>\n\u003Ch2>Best practices\u003C\u002Fh2>\n\u003Cp>A few recommendations for managing your modded maps smoothly.\u003C\u002Fp>\n\u003Cul>\n\u003Cli>\u003Cstrong>Back up your server\u003C\u002Fstrong> before every map change, especially if you have many mods depending on the current map\u003C\u002Fli>\n\u003Cli>\u003Cstrong>Test the map in solo\u003C\u002Fstrong> in BeamNG.drive before deploying it on your server, to check that it loads without errors\u003C\u002Fli>\n\u003Cli>\u003Cstrong>Warn your players\u003C\u002Fstrong> about a map change, especially if the new map is heavy to download\u003C\u002Fli>\n\u003Cli>\u003Cstrong>Limit the number of active maps\u003C\u002Fstrong>, a BeamMP server loads \u003Cstrong>only one map at a time\u003C\u002Fstrong>, but keeping several \u003Ccode>.zip\u003C\u002Fcode> files in \u003Ccode>Resources\u002FClient\u003C\u002Fcode> increases the initial download size for players\u003C\u002Fli>\n\u003Cli>\u003Cstrong>Prefer maps optimized for multiplayer\u003C\u002Fstrong> to avoid lag and desync\u003C\u002Fli>\n\u003C\u002Ful>\n\u003Ch2>Need help?\u003C\u002Fh2>\n\u003Cp>If your map doesn&#39;t load despite these steps, or if you run into a console error you can&#39;t interpret, our team is here. Open a ticket in the \u003Cstrong>Technical\u003C\u002Fstrong> department from your client area, fill in the \u003Cstrong>Related product\u003C\u002Fstrong> field with the server in question, and attach the server&#39;s startup logs along with the exact name of the map you&#39;re trying to install.\u003C\u002Fp>\n\u003Cp>Your BeamMP server is ready to welcome your players to a new map, safe travels 🛣️\u003C\u002Fp>\n",1788993140479]