Too many anime maps? Not enough anime maps?
Take matters into your own hands and learn to map here!
If you have feedback on how we can improve the mapping resources fill out this form!
You can also visit
#mapping-discussion on the Beat Saber Modding Group Discord to get involved!
Mapping Quick Start
The wiki is your building blocks, the community is your inspiration, and you are the creativity.
Great mappers are not made in a day. It takes dedication with no one really able to hold your hand. The best we can do is provide you the tools with this wiki and clarify any questions you have to succeed in your mapping career!
- Download the necessary tools for mapping: an audio editor and a map editor.
- Set up your audio file, find and confirm the BPM, and export in OGG format.
- Set up your song in your mapping editor (steps vary by editor).
- Get mapping! Review basic mapping practices before you start. Playtest your own work early and often while mapping.
- Get lighting! Review basic lighting information. Simple manual lighting is easier than you think!
- Get your map playtested! Third-party playtesting via the BSMG Discord is highly recommended to get constructive feedback and to get past your own "map blindness."
- Once your song has been mapped, lighted, and playtested you’re ready to release your song to the world on BeatSaver.
Text guides aren't your thing? Checkout these video series!
The text guides on this wiki are always more up to date as it is easier and quicker to change.
- Helen Carnate's Mapping Tutorial - A 17 minute guide to get started mapping using Mediocre Map Assistant 2!
- Fruhead's Beginners Guide to Mapping - A comprehensive lecture series on making your first map using Mediocre Map Assistant 2.
- ChroMapper Editor Guide - A series of videos on how to use the core features of the ChroMapper Editor.
- Cyrix's Patterns to Avoid as a New Mapper - Covers the most common issues discussed in Basic Mapping.
- TranquillizeMe's Beat Saber Lighting Techniques Tutorial - Covers various lighting techniques and general lighting tips.
Tutorials on this page have been vetted by BSMG.
Other video tutorials may or may not contain accurate or up-to-date information, and should be followed at your own risk.
If you would like to see if your tutorial can be listed here, please contact us.
These series use older editors in their tutorials (Mediocre Mapper and EditSaber). The UI and some processes have changed in the latest recommended editor, MMA2 but the rest of the content is great!
Audio Editing Resources
Before mapping, you need to get your audio file ready so that it works with your map editor. This section will walk you through how to set up and edit your audio file using a free program called Audacity.
Can't make a map without audio. Learn how to setup your audio for easy mapping!
A deeper dive in adjusting audio files such as making shorter versions or working with variable BPM.
Map Editing Resources
Community editors often have more features and don't require a VR headset, but they can be buggy, so use with caution.
Keyboard shortcuts for these editors are available inside their respective in-editor menus with a cross-reference between all of them available here.
Now in open beta! A 3D editor that has stellar support for lighting, Chroma, Noodle Extensions, 360/90 mapping, and shares similar assets with Beat Saber, allowing for a more accurate preview. By FAR the most feature-rich editor available to the community.
Joining the ChroMapper Discord is encouraged to access plugins, scripts, and application support (mapping support is available in BSMG).
Mediocre Map Assistant 2
MMA2 was used by the majority of the mapping community until the ChroMapper open beta.
A 3D editor that runs in the browser, allowing anyone with a web browser to map. It works best for standard mapping without any extensions, but new features are being added.
Interested in making your own editor or converter?
The official editor is developed and supported by Beat Games and pre-installed with the Steam VR or Oculus PC versions of Beat Saber.
Info Coming Soon
Check back later for information on the new 3D official editor that supports the new note types and lighting system!
Migrating from Official Editor to a Community Editor
These instructions are for the old 2D editor that was retired since Beat Saber version 1.8.0
- Install a Community Editor
- Locate your map files in your game's
- Steam Example Location:
C:\Program Files (x86)\Steam\steamapps\common\Beat Saber\Beat Saber_Data\CustomLevels
- Oculus Example Location:
C:\Program Files\Oculus\Software\Software\hyperbolic-magnetism-beat-saber\Beat Saber_Data\CustomLevels
- Steam Example Location:
- Move it to the folder your editor is looking in. This is commonly the
C:\Program Files (x86)\Steam\steamapps\common\Beat Saber\Beat Saber_Data\CustomWIPLevels
C:\Program Files\Oculus\Software\Software\hyperbolic-magnetism-beat-saber\Beat Saber_Data\CustomWIPLevels
- Convert your audio file to the
.wavif you have not done so.
- Download and Install Audacity
- Open the
.wavfile in Audacity
- Click the
File menu -> Export -> Export as OGG.
- Name your file
song.oggand click Save.
- Place the
song.oggfile into the map folder.
- You no longer need the
.wavsong file in this folder
- You no longer need the
- Open the map in the community editor and change the song file name to
song.oggand click the save button.
You are now ready to continue editing your map!
Data Loss Prevention and Cloud Storage
Updating your game may remove all Custom Level data, one way you can prevent complete data loss is with Symbolic Links! This allows you to store your maps in a different place on your computer, such as a folder synchronized to the cloud, and mirror them in the game directory. The link created will not delete your maps if it is removed due to updating or uninstalling the game however, recursive deletion will remove your maps.
Using a cloud storage folder is useful if you jump between multiple computers or extra security for your files in case of storage disk corruption.
The following instructions are for Windows 10 and 11.
- Move the current levels folder over to your new location. (
Ctrl + xthe folder instead of
Ctrl + c)
- If this is a cloud location make sure to set the folder to be available offline!
- Open command prompt
- Run this command adjusting the parameters to match your situation.
mklink /j "Path to Beat Saber Install folder" "Path to New Location"
- Heres an example command:
mklink /j "C:\Program Files (x86)\Steam\steamapps\common\Beat Saber\Beat Saber_Data\CustomLevels" "C:\Users\cmb\CloudStorage\CustomLevels"
- Heres an example command:
If it's on a network drive, replace
/D. Note that you will need to open command prompt as administrator for this to succeed.
Additional Mapping Tools
- BS Viewer by +1 Rabbit
A convenient way to see how your map might look in game without the game.
- +1 Rabbit's Mapping Tools by +1 Rabbit
A suite of tools for mappers that includes:
- Schema Fixer: Easily fix maps made in Mediocre Mapper Mk4.1 and Mk5 for upload to BeatSaver.
- Tempo Changer: Change the BPM of an entire map and shift block placements accordingly.
- Offset Remover: Removes editor offset and snaps notes/obstacles/events to common precisions to try and mitigate floating point error.
- Note Sorter: Sorts unordered notes/obstacles/events in the map file to fix stack spawning.
- Copy Timing: Moves notes in one difficulty based on another within a certain window. Useful to apply small timing changes across all difficulties for specific sounds.
- Copy Lighting: Copies all of the lights, with the option to include/exclude custom events from one difficulty to all other difficulties.
- Map Diff: Compare between two versions of a map. Useful for testplayers and Ranking Team members to see if any changes were made.
- Parity Checker by GalaxyMaster
An error checker tool that focuses on finding issues with parity in a map.
- Map Check by Kival Evan
An error checker tool that is much more versatile than the one built into MMA2.
- noodleLister by Bloodcloak
Easily compile a game playlist from a txt file containing BeatSaver map keys.
These tools may no longer be supported, compatible with the latest software, or relevant with current practices, but could still fulfill a niche use case.
- BeatMerge by DarkGrisen
Ever thought that it is a lot of annoying work to make big maps with other people or to perfectly cut the audio files so you can merge them manually later? This tool allows you to merge two or more maps into one single super long map.
- Cinder by zhaey
Python program that converts stepmania
.smfiles to Beat Saber
.datfiles for timing notes.
- BeatMapper Tools by Darkuni
A utility for users of Mediocre Mapper and Mediocre Map Assistant 2 to easily convert, test, and package their maps.
- osu! Editor Timing Tutorial by Fayhe
Video guide on using the timing feature of osu!'s editor to find map bpm.
Here are some mods that might make your mapping workflow a little easier.
- SiraUtil by auros
With the First Person Flying Controller (FPFC) launch parameter, this allows you to control the game while a map is playing with your keyboard and mouse without using a headset. See the section in Basic Lighting for links to the mods and how to set it up.
- PracticePlugin by denpadokei
Mod for Beat Saber to control playback speed, seek through songs and set up looping sections. Install the latest version from Mod Assistant!
- ReLoader by Kyle1413
Allows you to hot reload beatmaps in practice mode without needing to return to the menu to refresh. Really convenient for wall mapping.
"You have to know the rules before you can break them."
There is no holy bible of mapping but this section of the wiki includes a lot of tribal knowledge from the community on best practices at all levels of mapping. Our advice is to follow these rules until you're comfortable with your skills and then get creative, experiment, and innovate!
All new mappers need to read this, no exceptions!
A more in-depth look at many mapping topics
A comprehensive guide to making lower difficulties.
Mapping Extensions, Extra Characteristics, and 360°/90° mapping
To apply for the Mapper role on the Beat Saber Modding Group Discord you must have released three solid/playable maps (collaborations are acceptable) and complete the Mapper Role Submission Form. Your application and maps may take a decent amount of time to be reviewed and approved.
Mappers can submit high quality maps, free of objective issues to the #curation-request channel on the BeastSaber Discord. Maps selected for curation are given extra visibility on the site and included in the Curator Recommended feed.
Modding & Ranking
Maps that meet specific Ranking Criteria and go through an intensive review process called "modding" have the potential to become ranked, awarding players Performance Points (PP) toward global leaderboards. More information and an in-depth FAQ is available on the ScoreSaber Discord
- Prior to requesting ranking, mappers should thoroughly review the ranking criteria and metadata standards and have their map modded by a knowledgeable source.
Want an even more detailed look?
Review the Ranking Criteria for some of the more ambiguous ranking considerations.
- Once your map has been modded and revised, it’s ready to be presented to a ranking team member or recruit to review.
- If the ranking team member deems the map acceptable it will be added to the ranking request queue to be voted on by the full ranking team.
If you're finding it difficult to muster up the courage to upload your map, or are finding it emotionally taxing coping with a lack of downloads or a lot of dislikes, you're not alone. Many mappers have experienced these feelings. You can read more about it on the Coping with Mapping Anxiety page.
A map is not finished until some form of lighting is included. Lighting can range from very basic to incredibly detailed using additional mods to enable more features.
Learn the various aspects to lighting your map manually
Take your lighting skills a bit further into strobing, ring spins, and contrast practices
Advanced and nuanced techniques, lighting for custom platforms, and Chroma RGB (This page is still a work in progress!)
Not ready to make your own lighting? Here are some programs to do it for you. Keep in mind, creating simple manual lighting is not difficult and will always be better at expressing the atmosphere of the song than using these programs.
- Lolighter by Loloppe#6435 - Standalone program for automated lighting and has other features to modify your map.
- LiteMapper by ItsOrius - A website that automatically generates lights based on pacing, emphasis, and note placement. For more information on the algorithm check out the Readme.
- Lightmap - It is integrated into Mediocre Map Assistant 2 and can be accessed in the error checker menu.
Testing your work is a critical part of mapping. Testing as you work helps you adjust for major playability issues and get a feel for your map. Third-party or "outside" playtesting is when someone other than yourself tests your pre-release map and provides constructive feedback and is helpful in highlighting issues to which you may be "map blind."
You DO NOT need to upload your map to BeatSaver in order for you or anyone else to test.
- If your map is using the 1.0 map format (your files are
.ogg) you must convert your map by updating your editor, opening and saving the map. See Community Editors for links to modern editors.
- If your map is using the 2.0 or 3.0 map format (your files are .dat and
.egg) you’re ready to test.
Testing on a PC
Follow these steps to test any of your maps made with a community editor using PC-based VR.
- If your WIP song folder isn’t already in
Beat Saber_Data\CustomWIPLevelsthen place a copy there.
- Access your map in-game via the CustomWIPLevels category in the song pack menu. Use practice mode to play (the button next to the play button).
Made changes to your map while the game is open?
Click on the game window. Then while you are on the Main Menu or Song Select Menu press Ctrl + r on your keyboard. Your changes will be loaded without needing to restart the game!
- You will need to have the SongCore mod installed in order to see the CustomWIPLevels category and use the Ctrl + r shortcut.
- Having duplicate map files in
CustomWIPLevelscan cause problems.
- Using Online Websites to convert audio to
.oggmay result in your audio file being treated as invalid and will not be loaded by the game! Using Audacity and following the steps in Basic Audio Setup is the easiest way to ensure your map loads in-game.
Testing on a Quest
- Locate your WIP song folder on your PC.
- Establish a connection to your Quest from your PC with a USB cable.
- Open SideQuest on your PC and click the folder icon on the top right.
- Navigate to
sdcard/ModData/com.beatgames.beatsaber/Mods/SongLoader/CustomWIPLevels. If this folder does not exist, you can create it yourself.
- Upload your WIP song folder from your PC to that folder on your Quest with SideQuest.
- NOTE: You need to upload the actual song folder, not a zip file!
- Your map will now show up on the CustomWIPLevels song pack inside your game. Keep in mind that you will only be able to play your map using the practice mode, and not with the regular Play button!
Using Online Websites to convert audio to
.ogg may result in your audio file being treated as invalid and will not be loaded by the game! Using Audacity and following the steps in Basic Audio Setup is the easiest way to ensure your map loads in-game.
Community / Third Party Testing
#testplays channel in the Beat Saber Modding Group Discord makes it easy to have your work checked by knowledgeable mappers. Playtesters will provide constructive feedback on how to improve your map in either video or text format in a DM or in the
Some things to note...
- Maps with less than 1 minute done will not get much feedback or be tested. Consider asking in
#mapping-discussionto see if someone will take a look instead.
- Challenge/Super High difficulty maps may take longer to get feedback since there are not many playtesters at this skill level.
- Please keep to serious posts where you are looking to improve your mapping skills. Meme or Shitpost maps do not belong as they end up wasting the testplayers time.
- Make sure you have run your map through a checker program such as those built-in to your editor or external tools like Parity Checker or Map Check in Additional Mapping Tools
- Create a compressed .zip file of the individual song files.
- If you are using CM, you can press the
Create Zipbutton in the Song info Settings to create a compressed
.zipof your map.
- If you are using MMA2, you can press the
Package Song to Zipbutton in the Song Info Settings to create a compressed
.zipof your map.
- If you are using Beatmapper.app, follow their downloading instructions.
- You can manually create the zip by following this How to Video if you are not using a web based editor.
- If you are using CM, you can press the
- Upload your map to
#testplaysusing the following format:
- Map: The name and artist of your map
- Length: The length of the song
- BPM: The BPM of the song
- Difficulty: Which difficulties are included
- NPS: The notes per second of each difficulty available
- Feedback: Any requests for feedback (specific difficulties to be tested, things to look for etc.)
- Status: What state is the map in? (i.e., First draft complete, no lights; 1:45 mapped; release candidate w/ lighting; etc.)
- Testers will usually look at your map within 1-7 days and will use a number of reaction emojis (listed in
#testplayspinned posts) to track testing status.
Remember: If you make changes after posting or getting feedback
React with a 🛑
:octagonal_sign: to indicate stop testing this version
You can copy and paste the following template into Discord:
**Map:** **Length:** **BPM:** **Difficulty:** **NPS:** **Feedback:** **Status:**
Do you like the idea of playing new songs before they are ever released on BeatSaver? Do you want to help shape the mapping community? Consider becoming a testplayer! Check out the How to Testplay guide to get started!
Once your song has been mapped, lighted, and playtested and it’s a finished product you’re ready to release it to the world!
BeatSaver is the public repository for all custom Beat Saber maps.
How to Release a Map
- Please DO NOT upload an incomplete WIP map to BeatSaver!
- Uploading to BeatSaver equates to "Putting it on the store shelf" and should only be your final version.
- See the Playtesting section for instructions on testing your map.
- Create an account on BeatSaver with a username/password or by logging in via Discord.
- Click the + icon in the top-right and click
- Add your BeatSaver map name and map description. Both the title and description are searchable so be sure to include song name, song artist, and other terms that might make it easier to find your map.
- Use "tags" like (Chroma), (OneSaber), or (Mapping Extensions) if your map uses some special modifications or characteristics you want to highlight.
- Putting a link to a playthrough video in the map description can help you get more downloads as it is easier to share your map to others and lets people know what to expect.
- Add your
.zipfile and identify whether your map was human-made or AI-assisted.
- AI maps intentionally uploaded as human-made will be deleted.
- Maps are initially uploaded to your unpublished tab. You must explicitly publish them to make them available to the public.
Map files can now be updated on BeatSaver! If you need to upload a new version of your map you must first recall the map to your unpublished tab before you can upload a new version. This will retain your map key and statistics but will reset all leaderboards.
Here are solutions for some common errors when uploading a Beatmap.
Encountered something not listed here? Drop into
#mapping-discussion for assistance.
- You should have your map playtested before uploading!
- WIP maps will be removed!
- You do not need upload maps created by auto-generation software such as Deepsaber or Beat Sage to install them in your game. If you are on PC, you can unzip the files into your
CustomLevelsfolder. If you are on Quest, follow the Testing on a Quest steps to install the map.
Map already uploaded
- The exact map files were uploaded previously. You must change something small in your map (i.e., remove a light block, save the map, replace the light block, and save again) to be able to upload.
_difficultyBeatmapSets._difficultyBeatmaps.`Difficulty.dat`._version: Must not be null
- You are using an old, outdated editor that is not compliant with the current data schema. See Community Editors for the current options.
_difficultyBeatmapSets._difficultyBeatmaps`Difficulty.dat`._notes_time: Must be between 0 and x
- Your map contains notes outside of the playable map (usually from a copy and paste error). Remove them and reattempt your upload.
Internal Server Error
This is the default error message, causes include:
- An upload that is close to or over the actual file size limit of 15 MB. Reduce the audio export quality slightly to make space.
- Unsupported characters are present in a file. Make sure your metadata and bookmarks don't contain special characters such as, Japanese (日本語/にほんご), Kaomoji (٩(◕‿◕｡)۶), Chinese (汉语/漢語), Arabic (اَلْعَرَبِيَّةُ), and accented characters (Ä/é/õ/Æ/ø/ß/Œ/Ð/ƒ).
- +1 Rabbit's Mapping Tools by +1 Rabbit may be useful in finding the specific problem.
- Expired web session. If you refresh the page, you should be logged out. Login and try to upload again.
Could not verify user 
- This error is related to recaptcha. Please reload the page.
Beatmap zip contains an illegal file! OLD
- Usually caused by extra/unsupported files, such as gifs, in the zip.
Beatmap does not contain an Info.dat file! OLD
- Usually caused by having the files in a subfolder. You need to zip the files instead of the folder. How to Video Or use the handy export button in your editor instead. NOTE: MMA2's export button does not include contributor images in the zip.
One or more beatmap difficulty files cannot be found! OLD
- You might have forgotten to include all of your difficulty files are in the zip.
- A difficulty's
Info.datmight be using a different file name than what is present in the folder.
- A deleted difficulty is still being referenced in your
Info.datfile. Check to make sure you do not have unintended difficulties in the
"_difficultyBeatmaps"cluster of each present characteristic.
MapDifficulty.dat. Root should NOT have additional property:
_time is the common error for this type of message. However, the same solution applies if a different property is flagged.
- Your files are not compliant the map schema. See Schema Change for solutions.
Beatmap could not be parsed! OLD
- This could be caused by extreme server load. Try again later or ask in
._customData._contributors._iconPath contains an invalid filename. OLD
- Utilizing the contributors field requires all aspects to be included. Make sure all 3 aspects (Role, Name, iconPath) are filled and there is a unique square image for each iconPath entry in your zip.
BeastSaber is a song review and curation site with social features including reviewing and commenting on songs. All songs published on BeatSaver are mirrored to BeastSaber within 10-15 minutes. Additionally, maps deleted from BeatSaver may take up to a day to be removed from BeastSaber.
Over thirty different mapping guides and tutorials have been combined into this wiki so that it can be maintained by the community as a whole. Many many MANY thanks to the mappers who blazed this trail and contributed content. Check out the whole list here!