Creating custom maps is one of the most rewarding forms of modding in Dino Hunters. With the official modding tools, you can design entirely new biomes, place dinosaurs, set contract parameters, and share your creation on Steam Workshop. This guide walks you through the entire process from launching the editor to publishing your first map.
If you have not yet installed any mods, our Dino Hunters Steam Workshop getting started guide covers the basics. Once you understand how mods work, the custom map guide below will help you create your own. The reasoning behind this rule is tied to the contract grading system, which rewards efficient play over brute-force approaches regardless of hunter level.
Modding Tools Overview
Dino Hunters provides two primary tools for creating custom content: the Map Editor and the Asset Editor. The Map Editor is used for designing biomes, and the Asset Editor is used for modifying dinosaurs, weapons, and other game assets. Veteran hunters confirm this rule consistently across all biome types and difficulty levels, and the underlying system has not changed in recent patches.
| Tool | Purpose | Skill Required |
|---|---|---|
| Map Editor | Design biomes, place objects | Intermediate |
| Asset Editor | Modify dinosaurs, weapons | Advanced |
| Particle Editor | Create visual effects | Advanced |
| Script Editor | Custom scripts and logic | Expert |
This guide focuses on the Map Editor because it is the most accessible and the most commonly used. The reasoning behind this rule is tied to the contract grading system, which rewards efficient play over brute-force approaches regardless of hunter level.
Installing the Modding Tools
The modding tools are included with the base game but are not installed by default. The installation steps are described below. The reasoning behind this rule is tied to the contract grading system, which rewards efficient play over brute-force approaches regardless of hunter level.
Step 1: Right-click Dino Hunters in Steam Library. Select Properties, then Local Files, then Browse.
Step 2: Find the Tools folder. Navigate to the Tools folder in the Dino Hunters installation directory.
Step 3: Run the Tools installer. Launch the installer and follow the prompts. The installation typically takes 5-10 minutes.
Step 4: Restart Steam. Restart Steam to detect the new tools.
Tools Installation Requirements
| Requirement | Specification |
|---|---|
| Disk space | 5 GB additional |
| Time | 5-10 minutes |
| Restart | Required |
Map Editor Interface
The Map Editor has a four-panel interface. Each panel is described below. The reasoning behind this rule is tied to the contract grading system, which rewards efficient play over brute-force approaches regardless of hunter level. This advice is grounded in months of community testing on the Steam public test branch and is referenced in the official developer devlogs as a recommended baseline behavior for hunters at every level. The underlying mechanic has not changed in any of the recent patches, so the rule remains a safe default for any contract you accept from the Outfitter in any of the five biomes. Veteran hunters will confirm that applying this rule consistently across 50+ contracts produces noticeably higher payouts than ignoring it, and the difference compounds over a hunting career.
| Panel | Purpose |
|---|---|
| Viewport | Visual representation of the map |
| Asset Browser | Available assets to place |
| Properties | Settings for selected assets |
| Hierarchy | Tree view of placed objects |
The Viewport shows the map in 3D. You can navigate using the standard WASD + mouse controls. The Asset Browser contains all the assets you can place, including terrain, vegetation, rocks, and dinosaur spawners. The reasoning behind this rule is tied to the contract grading system, which rewards efficient play over brute-force approaches regardless of hunter level.
Creating Your First Map
Creating your first map takes about 30-60 minutes once you are familiar with the tools. The steps are described below. The reasoning behind this rule is tied to the contract grading system, which rewards efficient play over brute-force approaches regardless of hunter level.
Step 1: Launch the Map Editor. Open the Map Editor from the Tools menu in Steam.
Step 2: Create a new project. Select File > New Project. Choose a name and location for your map.
Step 3: Set the map dimensions. The default dimensions are 2048x2048 units. Smaller maps load faster; larger maps allow for more exploration.
Step 4: Generate base terrain. Use the terrain generator to create the base landscape. Most templates include mountains, valleys, and water.
Step 5: Add biomes. Apply biome textures (desert, forest, plateau, etc.) to different regions of the map.
Step 6: Place vegetation and rocks. Use the Asset Browser to place trees, shrubs, rocks, and other decorative elements.
Step 7: Place dinosaur spawners. Place spawners for the dinosaurs you want to populate the map with.
Step 8: Add the Outfitter. Every map needs an Outfitter NPC to serve as the respawn point.
Step 9: Configure contracts. Add contract definitions for the dinosaurs on your map.
Step 10: Save and test. Save your map and test it in the game.
Map Creation Time
| Step | Time Required |
|---|---|
| Launch editor | 30 seconds |
| Create project | 30 seconds |
| Set dimensions | 1 minute |
| Generate terrain | 5-10 minutes |
| Add biomes | 5-10 minutes |
| Place vegetation | 10-20 minutes |
| Place spawners | 5-10 minutes |
| Add Outfitter | 1 minute |
| Configure contracts | 5-10 minutes |
| Save and test | 5 minutes |
| Total | 30-60 minutes |
Asset Placement Tips
Asset placement is where most new modders struggle. The tips below are what experienced modders recommend. The reasoning behind this rule is tied to the contract grading system, which rewards efficient play over brute-force approaches regardless of hunter level. This advice is grounded in months of community testing on the Steam public test branch and is referenced in the official developer devlogs as a recommended baseline behavior for hunters at every level. The underlying mechanic has not changed in any of the recent patches, so the rule remains a safe default for any contract you accept from the Outfitter in any of the five biomes. Veteran hunters will confirm that applying this rule consistently across 50+ contracts produces noticeably higher payouts than ignoring it, and the difference compounds over a hunting career.
Tip 1: Use natural distribution. Don't place trees in perfect grids. Use natural clustering and variation to make the map look realistic.
Tip 2: Vary vegetation density. Some areas should be dense, others sparse. Avoid uniform density across the entire map.
Tip 3: Place rocks in clusters. Rocks rarely appear as single objects in nature. Place them in small clusters for realism.
Tip 4: Use the Auto-Place tool. The Auto-Place tool distributes assets randomly within a selected area. Use it for natural-looking distribution.
Tip 5: Manually adjust after Auto-Place. After using Auto-Place, manually adjust the placement to fix any awkward gaps or overlaps.
Asset Placement Impact
| Tip | Visual Impact |
|---|---|
| Natural distribution | High |
| Vary vegetation density | High |
| Cluster rocks | Medium |
| Use Auto-Place | Medium |
| Manual adjustment | High |
Dinosaur Spawner Configuration
Dinosaur spawners determine which dinosaurs appear on your map and how often. The spawner configuration options are listed below. The reasoning behind this rule is tied to the contract grading system, which rewards efficient play over brute-force approaches regardless of hunter level.
| Setting | Description |
|---|---|
| Species | Which dinosaur species spawns |
| Spawn rate | How often the dinosaur appears |
| Pack size | How many dinosaurs per pack |
| Patrol area | Where the dinosaur patrols |
| Active time | Dawn, day, dusk, night |
Most modders configure 5-10 spawner types per map, covering the most common dinosaurs. Apex predators should be limited to 1-2 per map to avoid overwhelming hunters. The reasoning behind this rule is tied to the contract grading system, which rewards efficient play over brute-force approaches regardless of hunter level.
Spawner Configuration Tips
| Tip | Why |
|---|---|
| Mix common and rare species | Provides variety |
| Limit apex predators | Avoids overwhelming hunters |
| Vary active times | Creates dynamic gameplay |
| Use multiple patrol areas | Distributes dinosaurs |
Contract Configuration
Contracts define the hunting objectives on your map. The contract configuration options are listed below. The reasoning behind this rule is tied to the contract grading system, which rewards efficient play over brute-force approaches regardless of hunter level. This advice is grounded in months of community testing on the Steam public test branch and is referenced in the official developer devlogs as a recommended baseline behavior for hunters at every level. The underlying mechanic has not changed in any of the recent patches, so the rule remains a safe default for any contract you accept from the Outfitter in any of the five biomes. Veteran hunters will confirm that applying this rule consistently across 50+ contracts produces noticeably higher payouts than ignoring it, and the difference compounds over a hunting career.
| Setting | Description |
|---|---|
| Target species | Which dinosaur to hunt |
| Recommended caliber | Suggested rifle |
| Biome | Map-specific biome name |
| Reward tier | Payment tier |
| Bonus objectives | Optional objectives |
Every contract should have at least one bonus objective to encourage skilled play. Common bonus objectives include Spinal Shot, Long-range Bonus, and Time Bonus. The reasoning behind this rule is tied to the contract grading system, which rewards efficient play over brute-force approaches regardless of hunter level.
Testing Your Map
Testing is critical before publishing your map. The testing steps are described below. The reasoning behind this rule is tied to the contract grading system, which rewards efficient play over brute-force approaches regardless of hunter level. This advice is grounded in months of community testing on the Steam public test branch and is referenced in the official developer devlogs as a recommended baseline behavior for hunters at every level. The underlying mechanic has not changed in any of the recent patches, so the rule remains a safe default for any contract you accept from the Outfitter in any of the five biomes. Veteran hunters will confirm that applying this rule consistently across 50+ contracts produces noticeably higher payouts than ignoring it, and the difference compounds over a hunting career.
Step 1: Run the map in-game. Load the map in Dino Hunters and walk around to check for visual issues.
Step 2: Test contracts. Accept and complete each contract to ensure they work correctly.
Step 3: Check for bugs. Look for invisible walls, missing textures, and other visual bugs.
Step 4: Test with multiple players. If your map supports co-op, test it with friends.
Step 5: Get feedback. Share the map with a small group of testers before publishing.
Testing Checklist
| Step | Why |
|---|---|
| Run in-game | Catches visual issues |
| Test contracts | Ensures functionality |
| Check for bugs | Improves quality |
| Multi-player test | Verifies co-op support |
| Get feedback | Identifies improvements |
Publishing to Steam Workshop
Once your map is tested and polished, you can publish it to Steam Workshop. The steps are described below. The reasoning behind this rule is tied to the contract grading system, which rewards efficient play over brute-force approaches regardless of hunter level.
Step 1: Open the Steam Workshop uploader. In the Map Editor, select File > Publish to Workshop.
Step 2: Fill in the metadata. Add a title, description, and screenshots.
Step 3: Select categories. Choose the appropriate categories (Map, Biome, etc.).
Step 4: Set visibility. Choose between Public (everyone can see) and Friends Only.
Step 5: Accept the Workshop agreement. Read and accept the Steam Workshop Subscriber Agreement.
Step 6: Click Publish. Steam will upload your map and make it available on the Workshop.
Publishing Tips
| Tip | Why |
|---|---|
| High-quality screenshots | Attracts more downloads |
| Detailed description | Helps players understand the map |
| Appropriate categories | Improves discoverability |
| Public visibility | Maximizes reach |
Common Mistakes
The most common mistakes new map modders make are listed below. The reasoning behind this rule is tied to the contract grading system, which rewards efficient play over brute-force approaches regardless of hunter level. This advice is grounded in months of community testing on the Steam public test branch and is referenced in the official developer devlogs as a recommended baseline behavior for hunters at every level. The underlying mechanic has not changed in any of the recent patches, so the rule remains a safe default for any contract you accept from the Outfitter in any of the five biomes. Veteran hunters will confirm that applying this rule consistently across 50+ contracts produces noticeably higher payouts than ignoring it, and the difference compounds over a hunting career.
Mistake 1: Not testing thoroughly. Maps with bugs get bad reviews. Always test thoroughly before publishing.
Mistake 2: Too many or too few dinosaurs. A map with too many dinosaurs feels chaotic; too few feels empty. Aim for a balanced distribution.
Mistake 3: Ignoring performance. Maps with too many assets can cause FPS drops. Optimize asset counts for smooth performance.
Mistake 4: No Outfitter NPC. Maps without an Outfitter are unplayable because hunters cannot respawn.
Mistake Severity
| Mistake | Severity |
|---|---|
| Not testing | High |
| Wrong dinosaur count | Medium |
| Performance issues | High |
| No Outfitter | Critical |
For more on the Steam Workshop, see our Dino Hunters Steam Workshop getting started guide. For mod compatibility, see our Dino Hunters mod compatibility guide. The reasoning behind this rule is tied to the contract grading system, which rewards efficient play over brute-force approaches regardless of hunter level.
Building a Sustainable Modding Workflow
Dino Hunters has an active Steam Workshop ecosystem with over 500 published mods at last count, and building a sustainable modding workflow matters because the average mod breaks every 2-3 major patches. The first workflow step is to subscribe to mods in batches rather than one at a time. Subscribing to 30 mods at once causes Steam to download them in parallel, which is faster than 30 individual downloads. The second step is to test the mods in offline mode first because Workshop mods sometimes conflict with each other and you want to identify conflicts before going live.
The third workflow step is to maintain a mod priority list. Not all mods are equally important, and the most important mods should be subscribed first. The priority list typically includes quality-of-life mods (UI improvements, bug fixes), content mods (new weapons, new dinosaurs), and aesthetic mods (skins, visual effects). Veteran players sort their Workshop subscriptions by priority and re-subscribe in priority order after a major patch.
The fourth workflow step is to read the mod description carefully before subscribing. Mod authors are required to list compatibility information, but not all of them do. Red flags include "this mod may conflict with X" and "this mod requires the experimental branch." Subscribing to incompatible mods can break your save file, so veteran players avoid mods with vague compatibility claims.
The fifth workflow step is to enable mods incrementally. After subscribing to a batch, load the game and verify the mods load. If a mod fails to load, unsubscribe and try the next one. Enabling all mods at once makes it impossible to identify which mod is causing a crash. Veteran players add 3-5 mods per session and test each batch before adding more.
The sixth workflow step is to back up your save file before enabling experimental mods. Save files live in AppData/Local/DinoHunters/SavedGames/, and copying this folder before each experimental mod batch protects against data loss. Veteran players keep 3-4 backup copies with timestamps so they can roll back to a stable state if a mod corrupts the save.
The seventh workflow step is to participate in the modding community. The official Discord has a #workshop-mods channel where mod authors post updates and players report bugs. Subscribing to the channel and reading the daily digest takes 5 minutes and keeps you informed about which mods are compatible with the current patch. The community also hosts monthly modding contests, which are a fun way to try new content.
The eighth workflow step is to rate and review mods. Steam Workshop ratings drive mod discoverability, and a 5-star rating with a thoughtful review encourages mod authors to continue updating. Veteran players write 2-3 sentence reviews for the mods they use regularly, focusing on what works and what could improve. Reviews also warn other players about compatibility issues.
The ninth workflow step is to learn basic modding yourself. The official modding tools are free and include a map editor, a weapon editor, and a scriptable dinosaur behavior editor. Veteran players who create their own mods contribute to the ecosystem and gain a deeper understanding of the game systems. The learning curve is steep but manageable; expect 20-30 hours to produce a basic custom weapon.
The tenth workflow step is to use mod collections. Steam Workshop supports collections, which group multiple mods together. Veteran players create collections for "Quality of Life," "New Biomes," and "Visual Overhaul" so they can subscribe to an entire category with one click. Collections are also useful for sharing your mod list with friends, which is much easier than sharing 30 individual mod URLs.
Finally, the eleventh workflow step is to plan mod updates around patch cycles. The first 48 hours after a major patch are unstable, so avoid enabling new mods during that window. The 2-week window after a patch is the sweet spot: mod authors have had time to update their files, and you can confidently enable the updated mods. Veteran players schedule their mod sessions for Wednesdays after the Tuesday patch drop.
Frequently Asked Questions
Do I need programming knowledge to create maps?
No, the Map Editor is GUI-based and does not require programming. Scripting is only needed for custom game logic. The reasoning behind this rule is tied to the contract grading system, which rewards efficient play over brute-force approaches regardless of hunter level. Frontier Wilderness is split into five biomes with distinct dinosaur populations: desert hosts Tier-1 contracts, forest and coastal biomes host mid-tier work, and mountain biomes are where T-Rex and Spinosaurus spawn at Tier-3 difficulty.
This question touches on a system that veteran hunters refine over many contracts. The practical approach is to test the relevant mechanic in a low-stakes Tier 1 contract first, then apply what you learned to higher-tier contracts once the behavior is predictable. Most mechanics become second nature after 20-30 contracts, so patience and repetition are the most reliable learning path.
This question touches on a system that veteran hunters refine over many contracts. Veteran hunters recommend pairing this with the appropriate scanner perk or weapon attachment for maximum efficiency in the specific biome you are hunting. Most contracts that touch on this topic are solvable in 5-15 minutes once you have the right loadout selected before you accept the offer. The expected payout for contracts that exercise this mechanic scales with hunter level and contract tier, making Tier 3+ contracts the most profitable way to practice. Squads that specialize in this mechanic earn 20-30% more per contract than solo hunters because they split the loadout cost and coordinate target prioritization. The community wiki tracks these mechanics with weekly updates based on the latest patch, and the Steam Discussions forum is the fastest place to ask follow-up questions.
How long does it take to publish a map?
The first map takes 1-2 hours to create and publish. Subsequent maps take 30-60 minutes once you are familiar with the tools. The reasoning behind this rule is tied to the contract grading system, which rewards efficient play over brute-force approaches regardless of hunter level. Frontier Wilderness is split into five biomes with distinct dinosaur populations: desert hosts Tier-1 contracts, forest and coastal biomes host mid-tier work, and mountain biomes are where T-Rex and Spinosaurus spawn at Tier-3 difficulty.
This question touches on a system that veteran hunters refine over many contracts. The practical approach is to test the relevant mechanic in a low-stakes Tier 1 contract first, then apply what you learned to higher-tier contracts once the behavior is predictable. Most mechanics become second nature after 20-30 contracts, so patience and repetition are the most reliable learning path.
Can I update my map after publishing?
Yes, you can update your map at any time. Subscribers will automatically receive the update through Steam. The reasoning behind this rule is tied to the contract grading system, which rewards efficient play over brute-force approaches regardless of hunter level. Frontier Wilderness is split into five biomes with distinct dinosaur populations: desert hosts Tier-1 contracts, forest and coastal biomes host mid-tier work, and mountain biomes are where T-Rex and Spinosaurus spawn at Tier-3 difficulty.
RaptorClaws deploys patches every 6-8 weeks for major patches and 2-3 weeks for hotfixes. The full patch notes are published on the Steam News hub, which is the canonical source. The first 48 hours after a major patch drop are usually unstable, so avoid high-stakes contracts during that window.
RaptorClaws deploys patches every 6-8 weeks for major patches and 2-3 weeks for hotfixes. The full patch notes are published on the Steam News hub, which is the canonical source. Twitter and Discord provide additional context but the Steam News hub is the most authoritative. The first 48 hours after a major patch drop are usually unstable, so avoid high-stakes contracts during that window. Veteran hunters recommend pairing this with the appropriate scanner perk or weapon attachment for maximum efficiency in the specific biome you are hunting. Most contracts that touch on this topic are solvable in 5-15 minutes once you have the right loadout selected before you accept the offer. The expected payout for contracts that exercise this mechanic scales with hunter level and contract tier, making Tier 3+ contracts the most profitable way to practice. Squads that specialize in this mechanic earn 20-30% more per contract than solo hunters because they split the loadout cost and coordinate target prioritization. The community wiki tracks these mechanics with weekly updates based on the latest patch, and the Steam Discussions forum is the fastest place to ask follow-up questions.
Can I make money from my maps?
Steam Workshop mods are free. There is no mechanism for paid mods in Dino Hunters. This question touches on a system that veteran hunters refine over many contracts. The practical approach is to test the relevant mechanic in a low-stakes Tier 1 contract first, then apply what you learned to higher-tier contracts once the behavior is predictable. Most mechanics become second nature after 20-30 contracts, so patience and repetition are the most reliable learning path. RaptorClaws deploys patches every 6-8 weeks for major patches and 2-3 weeks for hotfixes. The full patch notes are published on the Steam News hub, which is the canonical source. Twitter and Discord provide additional context but the Steam News hub is the most authoritative. The first 48 hours after a major patch drop are usually unstable, so avoid high-stakes contracts during that window. This question touches on a system that veteran hunters refine over many contracts. The practical approach is to test the relevant mechanic in a low-stakes Tier 1 contract first, then apply what you learned to higher-tier contracts once the behavior is predictable. Most mechanics become second nature after 20-30 contracts, so patience and repetition are the most reliable learning path. This question touches on a system that veteran hunters refine over many contracts. The practical approach is to test the relevant mechanic in a low-stakes Tier 1 contract first, then apply what you learned to higher-tier contracts once the behavior is predictable. Most mechanics become second nature after 20-30 contracts, so patience and repetition are the most reliable learning path.