{"id":852,"date":"2021-09-17T20:55:31","date_gmt":"2021-09-17T20:55:31","guid":{"rendered":"https:\/\/xgamingserver.com\/blog\/?p=852"},"modified":"2026-06-15T19:22:28","modified_gmt":"2026-06-15T19:22:28","slug":"how-to-change-the-map-on-your-rust-server","status":"publish","type":"post","link":"https:\/\/xgamingserver.com\/blog\/how-to-change-the-map-on-your-rust-server\/","title":{"rendered":"How to change the map on your Rust server"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">Changing the map is one of the most common things a Rust server owner does, and it&#8217;s also one of the most misunderstood. Whether you want a fresh procedural seed for your next wipe, a hand-crafted custom map for a roleplay community, or one of Rust&#8217;s built-in preset maps like Hapis Island, the controls all live in a handful of <code>server.*<\/code> convars. Get them right and you regenerate a clean world in a single restart. Get them wrong and you either fail to load, or you wipe something you didn&#8217;t mean to.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">This guide walks through every method of changing your Rust map: procedural maps with <code>server.seed<\/code> and <code>server.worldsize<\/code>, built-in presets with <code>server.level<\/code>, and fully custom maps with <code>server.levelurl<\/code>. Just as importantly, it explains exactly what happens to your existing world, your players&#8217; bases, and their learned blueprints each time you make a change, because the answer is not always &#8220;everything wipes.&#8221;<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">The map convars at a glance<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Rust generates or loads its world from a small set of server convars that are read at startup. You set these either on the command line (with a <code>+<\/code> prefix) or, better for anything beyond a couple of values, inside a <code>server.cfg<\/code> file that the server reads when it boots. Here are the four that control the map itself.<\/p>\n\n\n\n<figure class=\"wp-block-table is-style-stripes\"><table><thead><tr><th>Convar<\/th><th>Accepted value<\/th><th>What it does<\/th><\/tr><\/thead><tbody><tr><td><code>server.seed<\/code><\/td><td>Any integer 0 \u2013 2147483647<\/td><td>The random seed that determines the entire shape of a procedural map.<\/td><\/tr><tr><td><code>server.worldsize<\/code><\/td><td>1000 \u2013 6000 (wiki example: 4000)<\/td><td>The size of the procedural map in world units (roughly km\u00b2 scaling).<\/td><\/tr><tr><td><code>server.level<\/code><\/td><td>Map name string<\/td><td>Which map type to load: &#8220;Procedural Map&#8221; or a built-in preset.<\/td><\/tr><tr><td><code>server.levelurl<\/code><\/td><td>Direct-download URL to a .map file<\/td><td>Loads a fully custom map instead of generating one.<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">A quick word on where to put these. The Rust wiki&#8217;s own advice is to &#8220;set only necessities like ports or rcon on the command line. If you want to change a bunch of variables a good option is creating a <code>server.cfg<\/code> file.&#8221; The server reads <code>server.cfg<\/code> at startup and it takes priority over command-line settings, so it&#8217;s the cleaner home for your map configuration.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Method 1: Procedural maps with seed and worldsize<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">The default and most popular option is a procedural map, generated on the fly from two numbers: a <strong>seed<\/strong> and a <strong>worldsize<\/strong>. The same seed and worldsize will always produce exactly the same map, which is why server owners share &#8220;good seeds&#8221; with each other.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The seed can be any integer from <strong>0 to 2147483647<\/strong>. Worldsize is documented for a range of <strong>1000 to 6000<\/strong>, with the wiki&#8217;s example using <strong>4000<\/strong>. Bigger worldsizes mean more monuments, more terrain, and more room to spread out, but also more entities for your server to simulate, which matters for performance on a busy server. A 3000 worldsize works out to roughly 9 km\u00b2 of playable terrain to give you a sense of scale.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Here is the canonical launch line from the official wiki, which sets a procedural map directly on the command line:<\/p>\n\n\n\n<pre class=\"wp-block-code\"><code>RustDedicated.exe -batchmode +server.port 28015 +server.level \"Procedural Map\"\n+server.seed 1234 +server.worldsize 4000 +server.maxplayers 10\n+server.hostname \"Name of Server\" +server.description \"Description\"<\/code><\/pre>\n\n\n\n<p class=\"wp-block-paragraph\">If you prefer to keep these in <code>server.cfg<\/code> instead (recommended), the equivalent lines look like this:<\/p>\n\n\n\n<pre class=\"wp-block-code\"><code>server.level \"Procedural Map\"\nserver.seed 1234\nserver.worldsize 4000\nserver.maxplayers 10<\/code><\/pre>\n\n\n\n<p class=\"wp-block-paragraph\">To roll a brand-new procedural map, change the seed (or the worldsize, or both) and restart the server. That&#8217;s all it takes. Many owners simply pick a fresh random seed every wipe to keep their map novel for returning players.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Method 2: Built-in preset maps with server.level<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Rust ships with a few hand-built static maps you can load instead of generating one. These never change between wipes (the terrain is fixed), which some communities prefer for learning a map inside-out. You select them with <code>server.level<\/code>.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The wiki formally documents only <code>\"Procedural Map\"<\/code>, but in practice the following preset strings are used on live servers:<\/p>\n\n\n\n<ul class=\"wp-block-list\"><li><code>\"Procedural Map\"<\/code> \u2014 the standard randomly generated world (the default).<\/li><li><code>\"Barren\"<\/code> \u2014 a stripped-down procedural variant with minimal foliage and monuments, light on resources.<\/li><li><code>\"HapisIsland\"<\/code> \u2014 the classic hand-crafted island map.<\/li><li><code>\"SavasIsland\"<\/code> and <code>\"SavasIsland_koth\"<\/code> \u2014 small arena-style maps built for combat and king-of-the-hill play.<\/li><\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">A common pitfall: <code>CraggyIsland<\/code> is a legacy development map and is generally <strong>not<\/strong> a supported live-server map. If you see it referenced in old tutorials, don&#8217;t rely on it for a public server.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Crucially, when you load a fixed preset like Hapis Island, the <code>server.seed<\/code> and <code>server.worldsize<\/code> values don&#8217;t shape the world, because the terrain is predetermined. Setting <code>server.level<\/code> to a preset looks like this:<\/p>\n\n\n\n<pre class=\"wp-block-code\"><code>server.level \"HapisIsland\"<\/code><\/pre>\n\n\n\n<h2 class=\"wp-block-heading\">Method 3: Custom maps with server.levelurl<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">For community servers, roleplay setups, or anything you want that&#8217;s truly unique, you load a custom <code>.map<\/code> file made in the Rust Edit map editor or downloaded from a map marketplace. This is done with <code>server.levelurl<\/code>, which the wiki calls &#8220;the most important server parameter&#8221; for custom maps. Your server downloads the map from the URL at startup.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">There are a few hard rules here that trip people up constantly:<\/p>\n\n\n\n<ul class=\"wp-block-list\"><li><strong>You MUST remove <code>server.worldsize<\/code> and <code>server.seed<\/code> from your config.<\/strong> They conflict with custom map loading. A custom map already contains its own terrain and size, so leaving these in will break loading.<\/li><li><strong>The URL must be a direct-download link.<\/strong> When opened, the download has to start automatically. A click-through page, a Google Drive &#8220;preview&#8221; link, or any landing page will fail. The file must come down on its own.<\/li><li><strong>The file must be hosted on a publicly accessible server that&#8217;s online 24\/7.<\/strong> Here&#8217;s the part people miss: <em>clients<\/em> download the map from your URL when they connect, not just your game server. If the host goes down, players can&#8217;t join.<\/li><li>A local-path form like <code>file:\/\/\/path\/to\/cool.map<\/code> does work, but it <strong>prevents other players from connecting<\/strong>. It&#8217;s strictly for single-machine testing.<\/li><\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">A correct custom-map <code>server.cfg<\/code> looks like this, with seed and worldsize deliberately absent:<\/p>\n\n\n\n<pre class=\"wp-block-code\"><code>server.level \"Procedural Map\"\nserver.levelurl \"https:\/\/your-host.example.com\/maps\/cool.map\"\nserver.maxplayers 50\nserver.hostname \"My Custom Map Server\"<\/code><\/pre>\n\n\n\n<p class=\"wp-block-paragraph\">If you&#8217;re managing your server through a control panel, our <a href=\"https:\/\/xgamingserver.com\/docs\/rust\">Rust server documentation<\/a> covers exactly where to drop these settings and how to point the panel at a custom map URL.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Does changing the map wipe my server? What survives?<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">This is the question that actually matters to your players, and the answer has two parts that are easy to confuse. The key idea is that Rust keeps the <strong>world\/map save<\/strong> and the <strong>player blueprint data<\/strong> as two separate things.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">When you change <code>server.seed<\/code>, <code>server.worldsize<\/code>, <code>server.level<\/code>, or <code>server.levelurl<\/code>, you change the generated or loaded world itself. That invalidates the existing map save: every base, deployable, and placed entity in the world no longer corresponds to valid terrain, so the world is effectively wiped. Players will spawn into a fresh map with nothing built.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">However, <strong>player blueprints are a separate save<\/strong>. A map change alone does not necessarily reset them. Blueprints (the tech-tree progress players have learned) persist unless you also clear the blueprint\/player data. This is exactly why Rust&#8217;s monthly force wipes are described as resetting <em>both<\/em> the map save <em>and<\/em> player blueprint data as two distinct actions, rather than one.<\/p>\n\n\n\n<figure class=\"wp-block-table is-style-stripes\"><table><thead><tr><th>What you change<\/th><th>World \/ bases \/ entities<\/th><th>Player blueprints<\/th><\/tr><\/thead><tbody><tr><td>New <code>server.seed<\/code><\/td><td>Wiped (new terrain)<\/td><td>Survive (unless you also wipe BP data)<\/td><\/tr><tr><td>New <code>server.worldsize<\/code><\/td><td>Wiped (new terrain)<\/td><td>Survive (unless you also wipe BP data)<\/td><\/tr><tr><td>New <code>server.level<\/code> preset<\/td><td>Wiped (new terrain)<\/td><td>Survive (unless you also wipe BP data)<\/td><\/tr><tr><td>New \/ changed <code>server.levelurl<\/code><\/td><td>Wiped (new terrain)<\/td><td>Survive (unless you also wipe BP data)<\/td><\/tr><tr><td>Full force wipe<\/td><td>Wiped<\/td><td>Wiped (both saves cleared)<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">So if your goal is &#8220;fresh map, but let players keep their tech progress,&#8221; changing the seed and leaving the blueprint save alone gets you there. If you want a true clean slate, you clear the blueprint\/player data as well, which is what the official monthly force wipe does. The exact internal save-file names vary, so check your current server build or control panel rather than hardcoding file paths from an old guide.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">How to apply the change and regenerate the map<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Map convars are read at <strong>startup<\/strong>, not live. You cannot change the seed mid-session from chat or even from the F1 console and have it take effect; the server has to restart to read the new values and build the world. The clean process is:<\/p>\n\n\n\n<ol class=\"wp-block-list\"><li>Stop the server (or schedule a restart so players get a warning).<\/li><li>Edit your <code>server.cfg<\/code> (or launch arguments) with the new <code>server.seed<\/code>, <code>server.worldsize<\/code>, <code>server.level<\/code>, or <code>server.levelurl<\/code>.<\/li><li>If you&#8217;re switching <em>to<\/em> a custom map, delete the <code>server.worldsize<\/code> and <code>server.seed<\/code> lines. If you&#8217;re switching <em>away<\/em> from a custom map back to procedural, remove <code>server.levelurl<\/code> and add seed\/worldsize back.<\/li><li>Start the server. It will generate (or download) the new world during boot, which can take a little longer than a normal restart for big or custom maps.<\/li><li>Confirm the new map loaded by running <code>status<\/code> in the console or over RCON; the server header reports the active map.<\/li><\/ol>\n\n\n\n<p class=\"wp-block-paragraph\">The fastest way to apply and verify these changes remotely is through WebRCON. Rust uses a WebSocket-based RCON, and you connect by setting <code>rcon.web 1<\/code>, <code>rcon.port 28016<\/code>, and a strong <code>rcon.password<\/code>, then logging in via the official web client. If you&#8217;re new to the console, our walkthrough on <a href=\"https:\/\/xgamingserver.com\/blog\/rust-rcon-server-console-commands\/\">Rust RCON and server console commands<\/a> covers the setup end to end, and you can confirm who&#8217;s affected by a wipe using the techniques in <a href=\"https:\/\/xgamingserver.com\/blog\/how-to-see-who-is-on-your-rust-server\/\">how to see who is on your Rust server<\/a>.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Practical tips for picking a map<\/h2>\n\n\n\n<ul class=\"wp-block-list\"><li><strong>Match worldsize to population.<\/strong> A small clan on a 6000 map will feel lost; a 100-pop server on a 1000 map will be chaos. Scale the map to how many of your <code>server.maxplayers<\/code> slots actually fill up.<\/li><li><strong>Watch performance with bigger maps.<\/strong> Larger worldsizes and more monuments mean more entities for Rust&#8217;s mostly single-threaded simulation to handle. If you push worldsize up, keep an eye on server FPS.<\/li><li><strong>Test custom maps privately first.<\/strong> Use the <code>file:\/\/\/<\/code> local path on your own machine to confirm a <code>.map<\/code> file loads before you point a live public server at a URL.<\/li><li><strong>Announce map changes.<\/strong> Because changing seed, worldsize, level, or levelurl wipes the world, give players notice so they aren&#8217;t surprised to lose their bases.<\/li><\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">If you&#8217;d rather not wrestle with launch arguments and save files at all, a managed host handles the heavy lifting. Our <a href=\"https:\/\/xgamingserver.com\/rust-hosting-server\">Rust server hosting plans<\/a> let you change seed, worldsize, preset, or custom map URL from a control panel and restart with one click, so a fresh map is minutes of work instead of an afternoon of SSH.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Frequently asked questions<\/h2>\n\n\n\n<h3 class=\"wp-block-heading\">How do I change my Rust server map without wiping?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">You can&#8217;t keep the existing <em>world<\/em> while changing the map, because changing <code>server.seed<\/code>, <code>server.worldsize<\/code>, <code>server.level<\/code>, or <code>server.levelurl<\/code> generates new terrain that invalidates every existing base and entity. What you <em>can<\/em> preserve is player blueprints: those live in a separate save and are not reset by a map change alone. So &#8220;no wipe&#8221; isn&#8217;t possible for the map itself, but a &#8220;map-only wipe that keeps blueprints&#8221; is the normal outcome of changing the seed and leaving the blueprint data untouched.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">What is the best worldsize for a Rust server?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\"><code>server.worldsize<\/code> accepts values from 1000 to 6000, and the official wiki example uses 4000. There&#8217;s no single &#8220;best&#8221; number; it depends on your population. Smaller maps (around 3000\u20133500) concentrate players for more action and lighter server load, while larger maps (4500\u20136000) suit big-population servers that want room to spread out. 4000 is a sensible default if you&#8217;re unsure. Remember that bigger worldsizes increase entity count and the load on Rust&#8217;s single-threaded simulation.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">How do I install a custom map on my Rust server?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Host your <code>.map<\/code> file on a publicly accessible, always-online server that serves a <strong>direct-download<\/strong> link, then set <code>server.levelurl<\/code> to that URL. You must remove <code>server.worldsize<\/code> and <code>server.seed<\/code> from your config, since they conflict with custom map loading. Restart the server; it downloads the map at boot. Note that connecting players also download the map from that URL, so it must stay online, not just at startup.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Why won&#8217;t my custom map load from server.levelurl?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">The most common causes are: the URL isn&#8217;t a true direct download (it opens a landing or preview page instead of starting the file download), you left <code>server.worldsize<\/code> or <code>server.seed<\/code> in your config (they conflict with custom maps and must be removed), or the host serving the file isn&#8217;t publicly reachable 24\/7. A <code>file:\/\/\/<\/code> local path will load on your own machine but blocks other players from connecting, so use it only for testing.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Can I change the Rust map from the in-game F1 console or chat?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">No. The map convars (<code>server.seed<\/code>, <code>server.worldsize<\/code>, <code>server.level<\/code>, <code>server.levelurl<\/code>) are read at startup, so they must be set on the command line or in <code>server.cfg<\/code>, and the server must restart to apply them. The F1 console and RCON share the same command surface for things like <code>status<\/code> and <code>server.save<\/code>, but they can&#8217;t regenerate the world live. Edit the config, then restart.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">How do I get a fresh procedural map each wipe?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Change <code>server.seed<\/code> to a new integer between 0 and 2147483647 (and optionally a new <code>server.worldsize<\/code>) before each wipe, then restart. The new seed produces a brand-new world. If you want a complete reset that also clears player tech progress, perform a full force wipe that resets both the map save and the blueprint data, which is exactly what Rust&#8217;s official monthly force wipe does. For a deeper dive into what changes on wipe day, see our breakdown of the <a href=\"https:\/\/xgamingserver.com\/blog\/rust-built-different-update-server-admins\/\">Built Different update for server admins<\/a>.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Once your new map is live, the rest of server administration follows naturally: set permissions, install plugins, and tune performance for the new world. Changing the map cleanly is the foundation every other tweak builds on.<\/p>\n\n\n<!-- xg-tools-mesh -->\n\n<div class=\"wp-block-group xg-tools-box is-layout-flow wp-block-group-is-layout-flow\" style=\"border:1px solid rgba(255,255,255,.1);border-radius:12px;padding:18px 22px;margin-top:8px;background:rgba(76,175,80,.04);\">\n<h3 class=\"wp-block-heading\">Free Rust Tools<\/h3>\n<p class=\"wp-block-paragraph\">Speed up your server with our free Rust tools:<\/p>\n<ul class=\"wp-block-list\"><li><a href=\"https:\/\/xgamingserver.com\/tools\/rust\/raid-calculator\">Raid Calculator<\/a><\/li><li><a href=\"https:\/\/xgamingserver.com\/tools\/rust\/gunpowder-calculator\">Gunpowder Calculator<\/a><\/li><li><a href=\"https:\/\/xgamingserver.com\/tools\/rust\/decay-calculator\">Decay Calculator<\/a><\/li><li><a href=\"https:\/\/xgamingserver.com\/tools\/rust\/sulfur-calculator\">Sulfur Calculator<\/a><\/li><\/ul>\n<\/div>\n\n","protected":false},"excerpt":{"rendered":"<p>Changing the map is one of the most common things a Rust server owner does, and it&#8217;s also one of the most misunderstood. Whether you want a fresh procedural seed for your next wipe, a hand-crafted custom map for a roleplay community, or one of Rust&#8217;s built-in preset maps like Hapis Island, the controls all [&hellip;]<\/p>\n","protected":false},"author":3,"featured_media":880,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","_monsterinsights_skip_tracking":false,"_monsterinsights_sitenote_active":false,"_monsterinsights_sitenote_note":"","_monsterinsights_sitenote_category":0,"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[13],"tags":[34,27,31],"class_list":["post-852","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-rust-server-docs","tag-map","tag-rust","tag-server"],"blocksy_meta":[],"yoast_head":"<!-- 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