# Extended Mapping

Now that you know the rules, it’s time to break them

Many thanks to contributors from across the mapping community who made this expanded wiki possible!

This page covers anything and everything that goes beyond standard 4 x 3 grid mapping, including map styles that require additional mods before the player can play and characteristics outside of the “vanilla” ones covered in Intermediate Mapping.

# Mapping Extensions

Mapping Extensions is a mod by Kyle1413 which unlocks many special features. Maps made with mapping extensions require the player to have the mod or the map will not work. Mapping Extensions maps are somewhat unstable and may break during updates… proceed with caution.

# Set-Up

Every editor is unique in both their setup and support for Mapping Extensions (ME). Editors known to support ME along with instructions on how to setup are as follows:

# ME setup for MMA2 with Beat Saber Installed


This section assumes you are using the CustomWIPLevels folder in a Beat Saber install.
Follow the without Beat Saber Installed instructions if you store your maps in a different location.

  1. Start Beat Saber and then close out after the game finishes loading. This is to ensure the game is ready for mods to be installed.
  2. Open ModAssistant
  3. Make sure the version selected in the dropdown is compatible with the Beat Saber version installed on your computer.
  4. Check the checkbox for MappingExtensions. (You can select additional mods to install as well.)
  5. Click Install and Update and make sure there are no errors.
  6. Open Beat Saber again to initialize the mods you have installed then quit the game.

To check if it worked navigate to your Beat Saber install and make sure that a MappingExtensions.dll file is present. Not sure where Beat Saber is installed? See FAQ: Install Folder.

  1. You are now ready to do map setup!

# ME setup for MMA2 without Beat Saber Installed

Here you will need to “trick” Mediocre Map Assistant 2 that your folder is a Beat Saber install.

Option 1:

  1. Download this zip for pre-formatted folders and Mapping Extensions Plugin here.
  2. Extract the zip to a location of your choice.
  3. Enter the path to the CustomLevels and CustomWIPLevels folder when Mediocre Mapper asks for the location.

The path can also be modified in the Settings Bar when you open the program.
The settings are located near the bottom of the bar.

  1. You are now ready to do map setup!

Option 2:

  1. Create a folder named Beat Saber in the location you want to store your maps.
  2. In that folder, create two folders, Beat Saber_Data and Plugins.
  3. In Beat Saber_Data create a CustomWIPLevels and CustomLevels folder.
  4. Enter the path to the CustomLevels and CustomWIPLevels folder when Mediocre Mapper asks for the location.

The path can also be modified in the Settings Bar when you open the program.
The settings are located near the bottom of the bar.

  1. If you have maps already, go ahead and move your maps to CustomWIPLevels you just created.
  2. Go to the Plugins folder you made, and drop the latest MappingExtensions.dll inside which can be found on BeatMods.
  3. You are now ready to do map setup!

# Map Setup in Mediocre Map Assistant 2

  1. Open Mediocre Map Assistant 2
  2. In the Settings bar on the right, 3 new tick box options should be available under the Beta section:
    • 6 Lane Mode - Extends the number of lanes available to map blocks to to 6 from 4. Also enables placement of walls outside of the lanes.
    • Precision Placement - Allows blocks, walls, and bombs to be placed at a finer resolution than the current grid.
    • Prevision Rotation - Allows blocks to be angled at any angle instead of the default 45-degree increments.
  3. Enable the desired features by clicking the checkboxes. For example, wall mapping needs 6 Lane and Precision Placement.
  4. Select the level you want to map in and click on the ExtraFields tab to the right of the difficulty select.
  5. Click the Requirements tab and then type in Mapping Extensions.


The text you enter in the requirements has to be exact or else the features will not enable in editor.

  1. Click the Add button to add it to the requirements.
  2. Click Save song infos in the bottom left corner.
  3. Click Edit Level and you are good to go!

# Multi-Lane Mapping


This is a stub section. If you’d like to contribute, submit suggestions via this form.

6-Lane mapping extends the playable grid to 6 x 3. It is often used with wall mapping to place fancy walls in the extension area while keeping the standard 4 x 3 play area clear.

# Precision Placement


This is a stub section. If you’d like to contribute, submit suggestions via this form.

Precision placement allows the mapper to place blocks anywhere within the grid, no longer limited to the 12 basic block positions. Often used in tandem with Precision Rotation

# Precision Rotation


This is a stub section. If you’d like to contribute, submit suggestions via this form.

Precision rotation allows the mapper to rotate blocks at any angle, no longer limited to only 45 degrees. Often used in tandem with Precision Placement

# Wall Mapping


This is a stub section. If you’d like to contribute, submit suggestions via this form.

Wall mapping allows the mapper to get incredibly creative with wall placement well outside of the standard grid. Editors that support Mapping Extensions can be used in some capacity to create these maps. However, more complex wall sequences are often accomplished through the use of scripting tools like BeatWalls by SpookyGhost. There currently are two categories of wall maps.

  • Atmospheric Walls: Walls create an ambience to fit with the mood of the song

  • Interactive Walls: Walls add to add cool effects based on the song.


Too many walls will create heavy lag. Especially for players that do not have powerful computers. Test frequently and try to keep the wall-count down to keep your experience accessible for most players.

# Wall Mapping using MMA2

After editor setup, check that you have at least 6 Lane Mode and Precision Placement enabled.
When editing your map, if you select the wall placement tool the grid will expand, allowing you to place walls anywhere on the track similar to regular wall placement. To make smaller walls, you need to change the precision. Go into the editor menu by pressing Esc or clicking the hamburger in the top right and change the Precision Snap value. This is a similar to the Cursor Precision setting.

# Wall Mapping using Beatwalls

For setup and usage, see the documentation and examples in the github repository.

# Fast and Hyper Walls

Walls that zoom by the player are called Fast and Hyper walls. They are created using a negative value for the duration parameter which varies based on half-jump and wall duration. Values for the type of wall can be found in this negative walls document.

  • MMA2/ChroMapper: You can create fast/hyper walls by pressing ctrl + f while your cursor is on a wall until it is yellow. The length of the wall is the duration, see the negative walls document for the appropriate length.
  • Beatwalls: Fast/hyper walls are created by overwriting the duration property with changeDuration: -3.


Too many walls will create heavy lag. Especially for players that do not have powerful computers. Test frequently and try to keep the wall-count down to keep your experience accessible for most players.

# Extended Characteristics

These characteristics (with the exception of 360°/90° mode) take you beyond official characteristics like OneSaber or NoArrows. Not all editors have the same capabilities. You may need to manually insert characteristic data in the info.dat file.

To Add a New Characteristic

  1. Create your new difficulty file in your favorite editor.
  2. When finished mapping, rename the difficulty file to include the characteristic name. (example: EasyLightshow.dat)
  3. Make the following changes to the ”_beatmapCharacteristicName” and ”_beatmapFilename” in your info.dat file:
"_difficultyBeatmapSets": [{
	"_beatmapCharacteristicName": "Lightshow",
	"_difficultyBeatmaps": [{
		"_difficulty": "Easy",
		"_difficultyRank": 1,
		"_beatmapFilename": "EasyLightshow.dat",

This pastebin link provides an example of a info.dat file using two characteristics (Lawless and Standard)

# 360°/90°


It is recommended that you understand basic and intermediate mapping before stepping into 360°/90° mode mapping as it requires adapting to different mapping practices and style.

360°/90° mode introduces new ways to play Beat Saber with notes spawning from different angles and direction, which opens up a lot of mapping potential and freedom as a whole.

  • Info.dat Names:
    • 360Degree
    • 90Degree

# Lawless


This characteristic requires the SongCore mod to function. Players without the mod, including all Quest players, are unable to play these levels.

The lawless characteristic is exactly what it sounds like… no rules, just right. Want to get crazy experimental and try some things that might be downvote magnets? Pop them into the Lawless characteristic to separate it from standard levels.

  • Info.dat Name: Lawless

# Lightshow


This characteristic requires the SongCore mod to function. Players without the mod, including all Quest players, are unable to play these levels.

The Lightshow characteristic is used for maps with no notes which allow players to enjoy a lightshow experience. Bombs and walls are optional as long as they are not in the way of the players.

  • Info.dat Name: Lightshow

# 360°/90° Mapping

# Rotation Events and Values

Two new “official” event types were introduced in v1.6.0 as part of the lighting events schema:

  • Event Type 14 (Early Rotation): Rotates spawn point at the same time as the notes/obstacle.
  • Event Type 15 (Late Rotation): Rotates spawn point while ignoring the notes/obstacles at the same time as the event.

Each event has a value for spawn rotation which is always relative to the player’s current position:

  • [0] -60° rotation (counter-clockwise)
  • [1] -45° rotation (counter-clockwise)
  • [2] -30° rotation (counter-clockwise)
  • [3] -15° rotation (counter-clockwise)
  • [4] 15° rotation (clockwise)
  • [5] 30° rotation (clockwise)
  • [6] 45° rotation (clockwise)
  • [7] 60° rotation (clockwise)


The chevron in the 360° Glass Desert environment rotates corresponding to the rotation event time, both 14 and 15. This is important as it guides the player where to face in gameplay.

Do not use spawn rotation events outside of 360°/90° mode. While they will work, it’s highly recommended that mappers not use this. Standard environments do not have a rotating chevron to indicate movement and the environment itself will block the player’s view.

# Editing 360°/90° Maps

There are multiple ways to map for 360°/90° mode. The following sections cover some pros and cons of each method:

  1. Official Level Editor (in-game)
  2. Mediocre Map Assistant 2
  3. ChroMapper (in closed beta)
  4. JSON/DAT Editing

# Official Level Editor

The official editor is accessible to all PCVR users to natively map 360°/90° levels with the least amount of touching individual map files.

Official editor events panel
The official editor events panel.

The two far right icons in the EVENTS section are the early and late spawn rotation events. There’s also rotation angle indication for each spawn rotation event.

  • Pro: Adding rotation events is very straightforward
  • Con: You have to map in 2D

# Mediocre Map Assistant 2

This is the most preferred and easily accessible method of making 360/90 levels. Be sure to create a new characteristic, “360Degree” or “90Degree”. If it’s not available, you may need to create one by replacing existing characteristic or creating a new one

Option 1: Complete the map in the MediocreMapper then apply rotation events in the Official Level Editor.

  • Pro: Easy and effective method.
  • Con: Can cause offset and BPM change rounding errors and any non-standard custom data will get deleted and need to be edited in afterward.

Option 2: Using laser speed event as spawn rotation event (ADVANCED METHOD)

  • Pro: Retains custom map data.
  • Con: Can be confusing at first but gets easier the more you work with it.

Laser speed events acting as rotation events
Laser speed events being used as spawn rotation events.

  • Left Laser Speed Position is Spawn Rotation Event 14
  • Right Laser Speed Position is Spawn Rotation Event 15

This mimics laser speed events as spawn rotation events given the value (see above). It is recommended to use this method with an empty lighting event track to avoid mistakes. Lighting can be added once the laser speed events have been converted.

BeatMapper Tools by Darkuni is an amazing utility for mapping 360°/90° mode in MMA2. You can easily make changes within the editor and test them in-game as it creates a copy of the map with 360°/90° mode converted leaving the original file untouched for the editor use.

To manually replace the values, open the difficulty file in any text editor and replace "_type":12 or "_type":13 with "_type":14 or "_type":15. This should be the last step you do otherwise you’ll have to revert the event swaps every time you have to make any changes in the editor. Always create backup in any case.


Do not open a 360°/90° map containing event type 14 in MMA2 as it converts the value into BPM changes, which end up crashing the program or triggering weird behavior.

# ChroMapper

  • Pro: Natively supports 360°/90° mapping
  • Pro: Better visualisation of 360°/90° mapping.
  • Con: In closed beta and not openly available yet.

# JSON/DAT Editing

If you’re feeling adventurous, rotation events can be manually edited into your difficulty.dat files. Just like with lighting events, this has to be sorted by time; otherwise the level will be broken. Use +1 Rabbit’s Note Sorter to fix your map before uploading.

"_time": #,  
"_type": 14/15,  
"_value": #  

# 360°/90° Best Practices


360/90 mapping is still new and these best practices continue to evolve. If you’d like to contribute, submit suggestions via this form.

lane rotation overlap
Notes overlap, be aware of them. Image for reference (each note row is 1/4 apart at 15° rotation).

# DO'S

  • Keep the user’s field of view in mind. They can only see +/-15° with full vision and +/- 30° with peripheral vision.
  • Primarily use event 15 (late rotation). This allows you to direct the player where the next lane rotation is with the chevron after the next block hit.
  • Make use of both event 14 (early rotation) and 15 (late rotation):
    • A good example of this would be using walls and notes spawning at nearly the same time but different spawn rotation.
    • This prevents the chevron from twitching in weird ways; very useful if you want to tell the player to keep facing in the same direction while having multiple spawn rotations.
  • Stick to 15° rotational changes and occasionally 30°, given hints and enough time to adjust.
  • Use walls or bombs to telegraph large angle changes if you use them and keep notes to the center 2 lanes
    • Having notes in the outer lanes is similar to using 6 lanes where the player has to stretch out to hit the notes. Using walls to telegraph rotation
  • Side hits in the direction of rotation are one of the best ways to indicate rotational change.
  • Use sliders to indicate (big) rotational change.
    • Instead of a conventional slider pattern, the notes are on at the same lane and same row while having rotational event for each note in the sliders.
    • Example usage by techbutterfly YouTube
  • Wide stream patterns help readability when using rotation events during streams.
  • Playtest your map way more frequently then mapping regularly
    • Using 1/3 precision, BPM changes, or editor offset can cause precision errors which lead to unintended results.
    • NJS and offset value is important for readability. You’ll have to do plenty of adjustments to get the value that feels natural to read on different spawn rotations.
  • Give the player enough time to read/prepare where the next rotation will be.
    • Using both -15° and 15° on a section at the same time can be hard to read, especially at speed.
    • If you have the player to turn >30° rotation, give the player time to adjust and prepare for the next note.
    • The more you place rotation events that go outside the player's FOV, the more disorienting it gets; it isn’t a bad mapping practice but it’s something to be aware of.


  • Don’t force rotational movement on fast paced section. Players’ brains can only handle so much at once.
  • Using rotation events too quickly (less than 1/2 a beat between events) or too often can be disorienting
    • Exception: E+ given plenty of playtesting or when using them for cosmetics such as walls or a chevron spin
  • Don't disembody notes too much,
  • Avoid using dodge wall or bombs that may interfere with the player motion
  • Don’t mix multi-lane with 360°/90° unless the extra lanes are dedicated to walls
  • Avoid using extreme single rotation events (+/- 45/60 degrees). Instead, consider using multiple 15 degree increments with walls to guide the player.
    • Exception: Plenty of time/warning on any difficulty
  • Copying a Standard map (Especially E+) and slapping rotation events is probably not a good idea. While the conversion can work out without any FOV or vision blocking issues, recreating your map for 360 can allow you to take advantage of wall and chevron spins (which are pretty fun)
    • Exception: This technique can work ok on lower density (i.e., dancey) maps, though it will still need some adjustments to play well in 360°.
  • Middle row outer lane notes are most likely going to be a vision block.
    • If you have a middle row block on the outer left lane and you’re rotating to the left, everything on the left will be a vision blocked, and vice versa.
    • You can have middle row block on the left outer lane and rotating to the right as it won’t be a vision block.

# Credits

Content in this section was authored by The Good Boi, Bloodcloak, Spooky Ghost, Caeden117, Kival Evan, and Checkthepan.