GymMaps
Load custom primitive maps in RUMBLE with bundled courses, map commands, audio triggers, and optional training tools.
About this mod Author’s original text
GymMaps 1.0.0
Requires MelonLoader, UIFramework, and RumbleModdingAPI.
Included default maps
Five default maps are embedded in the mods DLL: frogian.txt, rings.txt, towers.txt, slipnslide.txt, and gridtest.txt.
Maps are local files located directly in UserData/GymMaps; subdirectories are not supported.
All primitive modifier tags
| Short tag | Full alias | Effect |
| --- | --- | --- |
| (I) | (Invisible) | Hide the rendered primitive; collision remains unless removed by another tag. |
| (W) | (Wall) | Wall collision; adds a BoxCollider alongside the normal mesh collision. |
| (E) | (Environment) | Layer 10 Environment: player support/slide surface, breaks structures on impact, and is excluded from summonable ground. |
| (V) | (Visual) | Visible geometry without solid ground collision. |
| (D) | (Death) | Add a death barrier. Contacts with the local player request its native reset, using the current course start if present. |
Supported primitive shape prefixes are Cube, Sphere, Capsule, Cylinder, Plane and Quad. Exported maps keep the existing five-line records (name, RGB color, XYZ position, XYZ Euler rotation, XYZ scale), preceded by an object count. Dimensions must be nonzero and numbers finite. No Blender exporter changes are required.
Check out SDRAWKCABMIAY's video who pioneered this tool to learn how to make maps!
Also join the Rumble mapping community to your maps
Menus and tools
F9 > GymMaps > Maps provides 'Load', 'Refresh' and 'Unload'. 'Load' validates and builds incoming geometry before removing the existing course. Maps are only available in the Gym. Loading and unloading also clears all previous maps unless appended. Refresh scans valid.txt maps directly in UserData/GymMaps.
F9 > GymMaps > Tools contains:
- Enable trigger commands: off on each launch. Description: "Allows commands that change game and player behavior. Use at your own risk." Gates all OnMapLoad/OnTriggerEnter commands and spawned-button actions. Enabling later does not replay skipped OnMapLoad commands; reload the map to run them.
- Safety Platform: off on each launch. When enabled, check support once after each successful replace/append. Supporting ground within 0.5 units below the feet (including Environment, excluding death surfaces) prevents a spawn. Otherwise create a fixed light-blue 4 x 0.25 x 4 platform with its top 0.05 below the feet. If the body is not ready, wait up to five seconds before skipping that load. Enabling does not immediately spawn or start continuous monitoring. Disable, replace, unload or scene exit removes it.
- Kill floor raise amount: default 1, range 0.25 to 25 Unity units per click.
- Raise Kill Floor: select the largest broad horizontal death collider (at least 10 x 10, thin relative to its width/depth) and raise it by the chosen amount. Vertical walls are excluded. If none exists, first create a floor 5 units below the lowest course geometry, or 10 below the player without a course. Created floors cover the course plus margins and are at least 200 x 200. Further clicks raise them.
Naming and event datatypes
Name an authoring Cube Cube..; for example CubeFinish.OnTriggerEnter.play.sound.firework will play a firework sound upon player contact
| Event datatype | Runs when | Example |
| --- | --- | --- |
| OnMapLoad | Once after this map's geometry activates and physics transforms synchronize. Runs again when the map reloads. | CubeSpawn.OnMapLoad.structure.summon.wall |
| OnTriggerEnter | The local player enters or passes through the marker volume. | CubeFinish.OnTriggerEnter.play.sound.firework |
All command templates
The following table lists every built-in command/template and its recommended event. Standard registered commands can also be called from (OnEnter=COMMAND arguments) tags. Load commands run after map activation; entering commands use cooldown/once rules. Commands call mod functions, not operatin
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.
Install locations vary a lot between mods — the bundled readme is the most reliable guide.
Install these first, or the mod will not work: