---
title: "How to: Install Custom Maps For Rust Servers"
description: "Preparing & Hosting Your Map File Once you've downloaded your new custom map, it will usually come in a .zip file. To start, you will need to extract…"
url: "https://www.gameserverkings.com/knowledge-base/rust/install-custom-maps/"
category: "Rust"
category_url: "https://www.gameserverkings.com/knowledge-base/rust/"
published: "2026-08-01T18:24:09.829Z"
updated: "2026-08-19T04:21:38.593Z"
source_format: "html"
site: "GameServerKings"
---

# How to: Install Custom Maps For Rust Servers

<h2>Preparing &amp; Hosting Your Map File</h2>
<p>Once you've downloaded your new custom map, it will usually come in a <code>.zip</code> file. To start, you will need to extract the contents of this file to your desktop.</p>
<p>The files inside may be different depending on where you download the map, but you'll want to locate a <code>.map</code> file. The map I'm using as an example in this guide was in a conveniently labeled folder.</p>
<p><img src="https://cdn.gskinternal.com/articles/images/97b93be98ebd.gif" alt="" /></p>
<p>We now need a way to host this file online. Players download the map from that URL themselves &ndash; not from your Rust server &ndash; so it has to be a public link that works 24/7. Facepunch's test for whether a link will work is simple: open it in a browser, and if the download starts on its own it is a direct download link. If it loads a page you have to click something on, it is not, and the server will throw an error. Any host that clears that bar is fine &ndash; a public GitHub release works well. For this guide we'll be using Dropbox, which is free for up to 2GB of files, far more than enough for a map file.</p>
<p>Head over to Dropbox and sign up for the basic (free) plan. <a href="https://www.dropbox.com/basic">Here</a> is a direct link. After creating your account you'll be taken to your Dropbox panel where you can upload files. It will look something like the image below.</p>
<p><img src="https://cdn.gskinternal.com/articles/images/c2d9de758797.png" alt="" /></p>
<p>Upload the <code>.map</code> file that we found earlier here. Once uploaded, click the icon that looks like three dots to the right side of the file. Hover over the <strong>Share</strong> option and then click <strong>Share with Dropbox</strong>.</p>
<p><img src="https://cdn.gskinternal.com/articles/images/5e840972c380.png" alt="" /></p>
<p>Now click the&nbsp;<strong>Create</strong> button to create a sharable link to your file that is automatically copied to your clipboard. Save this link, we will need it shortly. If you somehow lose the link, you can go back to the same menu and click <strong>Copy link</strong> instead of&nbsp;<strong>Create</strong>.</p>
<p><img src="https://cdn.gskinternal.com/articles/images/96475c7a50f6.png" alt="" /></p>
<h2>Choosing Your Modding Framework</h2>
<p>Custom maps made in Rust Edit need a modding framework loaded to work correctly. On a <a href="/games/rust-server-hosting/">Rust game server rental</a> this is a single dropdown &ndash; there is nothing to install by hand.</p>
<p>Open your server in the <a href="https://app.gameserverkings.com">GameServerKings panel</a>, go to the <strong>Startup</strong> tab, and find <strong>Modding Framework</strong>. Set it to <code>oxide</code>, or <code>carbon</code> if your plugins target Carbon. Leave it on <code>vanilla</code> only if you are running no plugins at all.</p>
<p><img src="https://cdn.gskinternal.com/articles/Kv8pTz2/modding-framework.png" alt="The Modding Framework dropdown on the Startup tab, set to oxide" width="584" height="138" /></p>
<p>Two things to know when changing this setting:</p>
<ul>
<li>Switching back to <strong>vanilla</strong> after Oxide or Carbon was installed requires a restart with <strong>Validate Steam Files</strong> turned on.</li>
<li>Switching from <strong>Oxide</strong> to <strong>Carbon</strong> requires deleting all Oxide files in <code>RustDedicated_Data/Managed</code> first.</li>
</ul>
<h2>Adding Your Map</h2>
<p>Stay on the <strong>Startup</strong> tab and find the <strong>Custom Map</strong> field. Paste your direct <code>.map</code> link into it. There is no config file to edit and no commandline to build &ndash; but there is one more setting to clear before you restart, covered below.</p>
<p><img src="https://cdn.gskinternal.com/articles/Kv8pTz2/custom-map-field.png" alt="The Custom Map field on the Startup tab, where the direct .map link is pasted" width="360" height="92" /></p>
<p>If you are hosting on Dropbox, change the <code>dl=0</code> at the end of your link to <code>dl=1</code> before pasting it. Without that, Dropbox serves an HTML preview page instead of the file and the server cannot read it.</p>
<p>Behind that field is Rust's <code>server.levelurl</code> convar, which Facepunch calls "the most important server parameter you need for hosting a custom map" &ndash; the server reads the URL on boot and downloads the map from it. If you are building a commandline by hand rather than using the panel, the equivalent is <code>+server.levelurl "https://your-host/yourmap.map"</code>.</p>
<p><strong>Now clear your procedural map settings.</strong> Facepunch is explicit about this step: "other startup parameters that are responsible for procedural maps like <code>+server.worldsize</code> or <code>+server.seed</code> should be removed." On the <strong>Startup</strong> tab that means emptying the <strong>World Size</strong> and <strong>Seed</strong> fields if your selected commandline exposes them, and dropping <code>+server.worldsize</code> and <code>+server.seed</code> from any hand-written commandline. Do it before the restart, not after the first failed boot.</p>
<p>Save the field, then <strong>Restart</strong> the server. On the next boot it downloads your map and loads it &ndash; watch the <strong>Console</strong> tab for the download line.</p>
<h2>Common Problems</h2>
<p>If your server does not boot up properly (or at all) after installing your custom map, you may have made a mistake somewhere or received a broken/outdated custom map file. The best way to check for these problems is to open the <strong>Console</strong> tab in your panel. Restart the server to try to load it again, and then be on the lookout for some of the following console errors.</p>
<h3><a id="clearing-map-files"></a>Clearing Your Map Files</h3>
<p>When fixing any of these issues, it's a good idea to clear out any map files from your file system. If the file name is not changed, the server will continually try to load an existing map file, even if you've fixed the problem with the file. To do so, first stop the server and then open the <strong>Files</strong> tab. Navigate to the <code>/server/rust</code> directory and delete any existing <code>.map</code> files.</p>
<p>Note that deleting <code>.map</code> files is completely safe! Your map's actual saves are saved in the <code>.sav</code> files. As long as you only delete the files with the correct extension, you will not lose any save data on any existing maps.</p>
<h3>Version Mismatch/World File Outdated</h3>
<p>Despite the name of the error log, for the most part this does not actually indicate an issue with the map itself. Generally this problem occurs when there is a problem with your map link.</p>
<p><img src="https://cdn.gskinternal.com/articles/images/3386ef750b7c.png" alt="" /></p>
<p>In the example above, someone forgot to change the <code>dl=0</code> part of the link. First, stop the server and <a href="#clearing-map-files">clear your map files</a>. This is required, because if the incorrect file still exists in the system, your server will continue to try to load that file instead of replacing it with the new, correct version.</p>
<p>After fixing the link in the <strong>Custom Map</strong> field on the <strong>Startup</strong> tab, turn the server back on and it should now boot as expected.</p>
<h3>ArgumentException: Invalid path</h3>
<p>The following error is a problem with the map itself. It will look something like this:</p>
<pre><code class="language-json">ArgumentException: Invalid path
at System.IO.Path.GetDirectoryName (System.String path)
at Prefab..ctor (System.String name, UnityEngine.GameObject prefab, GameManager manager, PrefabAttribute+Library attribute)
......</code></pre>
<p>This means that the map file was not generated on the same version as the latest game patch. If you made the map yourself, load it back up in the Rust Edit editor and re-export it with a <strong>new</strong> file name. Then upload the new file to Dropbox and insert the new download link into the commandline. If this is a purchased map, you will need to contact the author to get the new files.</p>
