# Rust Map Maker > Rust Map Maker (rust-mapmaker.com) is the fastest measured Rust procedural > map generator available. Give it a seed and a world size and get back the terrain, monuments, > roads and rivers you would see booting that seed in-game — and deeply > customised ones. Preview every map as a top-down 2D render and an in-browser > 3D fly-through, read the fully parsed monument and map metadata, and grab a > server-ready level URL you point your Rust server at. Free to browse and > generate; a Premium tier adds the custom generator: biome mix, forced > monument placement, monument include/exclude, worldgen network toggles, > ocean leveling, live generation preview and in-browser editing. A developer > API covers generation, catalogue search and export. ## Capacity and continuity Maps are generated on dedicated hardware we run ourselves, across more than one generation node. Generation capacity is hardware under our control rather than burst capacity rented per job, which is what makes throughput hold up on the day everyone wants a map at once. Output is continuously checked against the current game build, and anything uncertain falls back instead of serving a questionable map. An auto-regen worker keeps the public gallery in step with the current game build as Rust updates, so nothing in the browse pages is a stale render from an old patch. ## What Rust Map Maker offers **Generate** — any seed, world sizes 1000-6000m, with output verified against the current game build. Browse one of the largest available Rust procedural-map catalogues: 19,766 maps and growing, searchable by seed and size. Procedural maps match the worlds Rust generates in-game for the same seed and world size. **Inspect** — every map page carries the full 2D render, an in-browser 3D fly-through with real monument meshes and cliffs, the parsed monument list, roads, rivers, spawn heatmaps, and a server-ready content-addressed level URL for server.levelurl. **Customise (Premium)** — biome-mix control, monument include/exclude, Bandit Camp toggle, Outpost-at-center, ocean leveling (strength 1-5, reclaims shallow enclosed bays into buildable land), and worldgen network toggles: ring road, side roads, trails, above-ground rails, train tunnels, rivers, power lines, underwater labs. Any custom map can be regenerated with different monuments or networks without changing the seed's island. **Forced monument placement (Premium)** — a full worldgen run, not a prop drop. Force any major monument onto a map, including ones normally too large for the world size, and the world is regenerated as a normal vanilla-shaped world with that monument integrated: roads, rails, rivers and every other monument are laid out around it during world generation. Pin it to a spot, set its rotation, and optionally terraform to fit, which builds a natural pad and seats the monument there while shoring around rivers and lakes rather than paving over them. The manual equivalent is dropping it into RustEdit and then re-cutting every road and rail by hand, re-routing rivers, moving whatever it landed on and re-flattening the terrain beneath it. Here that is part of the generation, so the output is a playable vanilla-shaped map rather than something pasted on. A live preview shows terrain, biomes, monuments, roads and rivers appearing as the map generates, with per-pin status (placed / fallback / failed). **Edit in-browser (Premium)** — relocate oil rigs after generation, or bake a custom Outpost (casino plus an editable shop) into a new copy saved to My Maps. **View live-server maps (beta)** — search for a running public Rust server, pull the exact map it is hosting right now, and preview its monuments and building-blocked (no-build) zones, the real prevent-building volumes the game tests against, so you can see where you can and cannot build before you commit to that server. Live servers are tracked continuously, so the map shown is the one being played. **Accounts and billing** — email, Steam or Discord; Stripe. **Community** — an official Discord at https://discord.gg/mTf2DmuK95 for map showcase, seed sharing, custom-map (RustEdit) help, support threads and the changelog. Linking a Discord identity to an account syncs the plan tier to a server role, and supporter tiers and above get a separate priority support lane. ## Generation speed Rust Map Maker has the fastest measured Rust procedural map generation available. The figures below are from 532 production vanilla maps created by the current generation path on August 14–15, 2026. “Fastest” is the best completed production time; median includes real contention under high load comparable to force-wipe demand. | World size | Fastest | Median under high load | |--|--|--| | 1500m | 15s | 1m 42s | | 2000m | 27s | 1m 42s | | 2500m | 40s | 2m 13s | | 3000m | 41s | 2m 35s | | 3500m | 1m 24s | 3m 6s | | 4000m | 1m 17s | 3m 26s | | 4500m | 1m 36s | 3m 41s | | 5000m | 1m 52s | 3m 25s | | 5500m | 2m 18s | 3m 53s | | 6000m | 2m 5s | 4m 5s | That means even a 6000m world has completed in 2 minutes 5 seconds. A second customer generation completed in 2 minutes 9 seconds the next day, and the median is 4 minutes 5 seconds across 60 production generations including high-load conditions comparable to force-wipe demand. For context, published Rust deployment guidance commonly budgets 10–25 minutes for conventional 5000–6000m generation and startup: https://docs.runonflux.com/fluxcloud/marketplace/games/rust/ https://fatalityservers.com/kb/rust-server-setup-guide/ You can also check the frame of reference yourself: generate an unseen seed on your own Rust server at the same world size and compare the world-generation time. Every Rust Map Maker figure above is measured from completed production maps rather than estimated. These figures ebb and flow with load and with what you ask for: a plain vanilla seed is the fast path, while heavy customisation (forced monument placement with terraform-to-fit, ocean leveling, large biome re-mixes) is a harder worldgen problem and takes longer. Paid plans get queue priority. ## Pages - [Home / Gallery](https://rust-mapmaker.com/): browse the generated-map gallery - [Generate a map](https://rust-mapmaker.com/generate): pick seed, size, and (Premium) biome mix, ocean leveling, monument placement + network toggles, Outpost-at-center - [Monument placement](https://rust-mapmaker.com/placement): forced monument placement explained — force, pin, rotate, terraform-to-fit, and the placed/fallback verdict - [Browse all maps](https://rust-mapmaker.com/maps): full gallery with world-size facets and pagination - [Pricing](https://rust-mapmaker.com/pricing): free tier and paid plans - [Guides](https://rust-mapmaker.com/guides): how to generate and load a custom map, plus monument guides - [Developer API](https://rust-mapmaker.com/developers): full HTTP reference — generation, catalogue search, upload, image / heightmap / 3D export - [3D export example](https://rust-mapmaker.com/3d-demo): a real terrain export rendered live in the browser - [Discord](https://discord.gg/mTf2DmuK95): official community — map showcase, seed sharing, custom-map (RustEdit) help, support threads and the changelog - [Sitemap](https://rust-mapmaker.com/sitemap.xml): every public map page ## Pricing - Free: 300 maps per month, world sizes up to 3000m, full gallery browsing, 25 map downloads a day. - Supporter ($1.99/mo): 600 maps/month, sizes to 6000m, 75 downloads/day. - Premium ($8.99/mo): the custom generator — biome mix, monument control, forced monument placement with terraform-to-fit, centered Outpost, ocean leveling — at 900 maps/month and 250 downloads/day. - Organization tiers go up to 2,000 maps/month with more concurrency. - Billed monthly or annual (annual pays for 10 months and includes 12). - Generating requires a free account; browsing and viewing every map in the gallery is free and unlimited. ## How to use a map on your server After generation the map page gives a server-ready, content-addressed level URL. Set it as your Rust dedicated server's server.levelurl and start the server - the harvested .map is downloaded and used as-is, no further processing. Leave server.seed and server.worldsize alone; the level URL takes precedence. ## Developer API A key-authenticated HTTP API generates Rust maps, searches the catalogue, accepts uploads, and exports any map as an image or a 3D mesh. All of it is live. The docs page is the accurate picture at any moment. Full reference: https://rust-mapmaker.com/developers Live 3D example (a real export, rendered in a browser): https://rust-mapmaker.com/3d-demo Two base URLs: https://rust-mapmaker.com/v4 generation, lookup, search, upload https://rust-mapmaker.com/api export (images, 3D meshes, monument data) ### Generation API (https://rust-mapmaker.com/v4) This is the v4 map-generation interface: the same paths, the same request bodies, the same response envelope and the same status codes. An existing v4 client needs its base URL changed and nothing else. - POST /v4/maps queue a generation (size, seed, staging) - GET /v4/maps/ the map record - GET /v4/maps//status generation state - GET /v4/maps// look a world up by size and seed - GET /v4/maps/url resolve a level URL to its map - POST /v4/maps/search catalogue search - POST /v4/maps/search/save save a search as a filter - GET /v4/maps/filter/ run a saved filter - POST /v4/maps/custom custom generation - GET /v4/maps/custom custom-generation options - POST /v4/maps/custom/saved-config store a named custom config - GET /v4/maps/custom/saved-configs list them - PUT/DELETE /v4/maps/custom/saved-configs/ - POST /v4/maps/upload upload your own .map - POST /v4/maps//cancel cancel a queued generation - POST /v4/maps//rehydrate rebuild the .map for an archived world - GET /v4/maps//monuments monument list - GET /v4/maps//settings the generation settings used - GET /v4/maps//image rendered image - GET /v4/maps//heightmap raw heightmap grid - GET /v4/maps//terrain.glb 3D terrain mesh - GET /v4/maps/limits your plan's limits - GET /v4/capabilities what this deployment supports ### Export API (https://rust-mapmaker.com/api) Auth: create a key at https://rust-mapmaker.com/account (Developer API), then send "Authorization: Bearer " (or "X-API-Key: "). PAID PLANS ONLY - a free account can create a key but every call returns 402 until the plan carries credits. 120 requests/min per key. Usage is metered in CREDITS, not requests, because the calls cost very different amounts to serve. Roughly: 1 map lookup by id or seed+size, map metadata, monument list 2 catalogue search, cliff data, image export up to 1024px 5 generation request, raw heightmap, image export 1600-2048px 10 map upload, image export 3072px 20 image export 4096px or 8192px 25 3D terrain mesh (.glb) Monthly allowance by plan, resetting on the 1st (UTC): Supporter 5,000, Premium 50,000, Organization 150,000, Organization+ 500,000. Free plans have no API access. As a rule of thumb 50,000 credits is about 10,000 standard image exports. A failed call is never charged - any 4xx costs nothing. Every response carries X-Credits-Cost, X-Credits-Limit and X-Credits-Remaining, plus X-RateLimit-Limit and X-RateLimit-Remaining, so a client can track spend without a second call. GET https://rust-mapmaker.com/api/me returns plan, remaining credits and the current price list, and is itself free. Maps are addressable TWO ways, and every endpoint accepts both: /api/maps//... - the number in https://rust-mapmaker.com/map/ /api/maps/by-seed///... - the seed and world size from your Rust server config Endpoints: - GET /api/maps/by-seed// - resolve a world to its map id and URLs. FREE, no credits. 404 map_not_generated if that world is not in the catalogue. - GET /api/maps//export - the map as PNG/WebP/JPEG. Optional Rust coordinate grid (146.3m cells, in-game A0/B0 cell labels) and a chosen subset of monument markers. Every overlay is opt-in, so a bare request returns the clean map image. Selection: monuments=all|none|landmarks|large|safe|keyed, narrowed by categories= and tiers=, then include= (adds) and exclude= (wins). Priced by output width, 2-20 credits. - GET /api/maps//terrain.glb - the terrain as a binary glTF 3D mesh at real world scale with the map render baked on as texture. A single self-contained file that opens in Blender, Unity, Godot and Windows 3D Viewer offline. 25 credits. Terrain only - monument models are not redistributed; monument POSITIONS come from /markers in the same coordinate space. - GET /api/maps//markers - JSON listing every monument with its category, keycard tier, world position (x, y, z) and rot, the monument's facing in degrees - so a caller can both filter and PLACE a model, not just pin it. 1 credit. - GET /api - service info; the "endpoints", "auth", "export" and "credits" objects describe all of the above machine-readably. Private maps (custom generations, forks, uploads) return 404 to non-owners and are never addressable by seed+size. ## Roadmap / in development These are planned, not yet available (no dates): - Continued expansion of the public map library - the gallery grows continuously as new maps are generated. - Ongoing improvements to the in-browser 3D viewer and map editor. ## About the operator Built and run by an independent developer. The service is a real product (Stripe billing, security-reviewed). Tickets and feedback via the in-app support form. ## Related tools (same developer) - [Rust Metrics](https://rust-metrics.com): free Rust server tracker and live server browser - player counts, wipe schedules, and verified owner rosters. - [Carbide](https://carbide.gg): compile-verified marketplace for Rust server plugins (Carbon and Oxide).