A streamlined, automated utility designed to simplify loading custom maps and prefabs into Splitgate.
Caution
The underlying code for this project was built by AI.
[!IMPORTANT] Windows only. This tool relies on a .bat/PowerShell script and > Windows-specific paths (%LOCALAPPDATA%), so it won't run on macOS or Linux as-is.
Adding custom maps to Splitgate manually is notoriously frustrating. Simply dropping a downloaded .bin map file into your game directory does not make it show up in-game; the game relies on a strict CloudSaveManifest.json file to recognize and list custom content in your menus. Modifying this JSON manually is error-prone and time-consuming.
This tool completely automates the process. Drop your .bin files straight into the game's own MapCreator folder, run the script, and it rebuilds a clean, correctly formatted CloudSaveManifest.json so the game immediately recognizes your new content.
- No Staging Folders: Just drop
.binfiles directly into the liveMapCreator/MapCreatorPrefabfolders - no separate import step, no intermediate copying. - Two-Way Sync: Add a
.binfile and it's added to the manifest. Delete a.binfile and run the script again - it's automatically removed from the manifest too. Your own native maps (the ones you build in the in-game editor) are never touched by this. - Automated Manifest Generation: Scans your
MapCreator/MapCreatorPrefabfolders and dynamically rebuilds a clean, correctly formattedCloudSaveManifest.json- matching whatever encoding your manifest already uses. - Built-in Backups: Prompts you to back up your own native map folders and manifest before making any changes, saving them to a timestamped
Backup/directory. Downloaded community maps aren't included in the backup since they can always be re-downloaded. - One-Click Execution: A single
.batfile - no separate script files to keep track of, and it bypasses strict PowerShell execution policies automatically, meaning you just double-click and go.
Browse, search, and download community-made maps here:
Every map on the site is a ready-to-use .bin file with the map name, author, and category already built in - just download and drop it in.
Before using this tool for the first time, you must have created and saved at least one map of your own in the in-game Map Lab. This is what makes your OwnerId show up in CloudSaveManifest.json in the first place - the script reads it from there and reuses it for every map you import. Without at least one native map already saved, there's nothing for it to read.
1. Get some maps
- Head to Splitgate-CommunityMaps and download the
.binfile(s) for any maps you want to play.
2. Install the loader
- Download
MapLoader.batfrom the latest release. - Open File Explorer, paste the following into the address bar, and press Enter:
%LOCALAPPDATA%\PortalWars2\Saved\Cloud\CloudSave - Place
MapLoader.batdirectly into thisCloudSavefolder.
3. Add your maps
- Copy the
.binfile(s) you downloaded directly into theMapCreatorfolder (for maps) orMapCreatorPrefabfolder (for prefabs) insideCloudSave. No subfolder needed - just the.binfile itself.
4. Run the loader
- Double-click
MapLoader.bat. - When asked whether to back up your files, it's recommended to type
Y- this backs up your own native maps and the current manifest into a timestampedBackup\folder. - Once the script finishes, close the window.
5. Play
- Launch Splitgate and open the Lab / Customs menu - your new maps should already be there.
Don't want a map anymore? Just:
- Delete its
.binfile from theMapCreator(orMapCreatorPrefab) folder. - Run
MapLoader.batagain. - Close the window once it finishes.
The map's entry is automatically removed from CloudSaveManifest.json - no manual JSON editing required.
Opened a downloaded map in the in-game editor and saved changes? Splitgate keeps your edit and the original side by side rather than replacing it, which affects how uninstalling works for that map. See EDITING-IMPORTED-MAPS.md for what happens and how to fully remove a map you've edited.
