Introduction
In S&Box, maps follow the same logic as gamemodes: they are packages distributed on sbox.game, identified by org.name. A map can be loaded as the second argument of +game, or it's embedded in the gamemode package (in which case you don't have to do anything).
Prerequisites
- An operational S&Box server at VeryCloud
- The ident of the target map (e.g.
garry.scenemap) - The gamemode must support the map (not all maps work with all gamemodes)
Step 1: Find a map on sbox.game
Go to https://sbox.game/ and filter by Map type. Each map has its org.name ident visible in the URL.
Examples:
garry.scenemap # default scene map
facepunch.flatgrass # GMod reference
facepunch.construct # GMod reference
Step 2: Load a map at startup
Change your GAME_MAP variable (or equivalent in Wisp Startup):
GAME_PACKAGE = facepunch.sandbox
GAME_MAP = garry.scenemap
The generated command line will be:
sbox-server.exe +game facepunch.sandbox garry.scenemap +hostname "..." ...
Save and restart. The map package downloads automatically from sbox.game (just like a gamemode).
Step 3: Hot-swap maps
Many gamemodes expose a command to change maps without restarting the server. It depends on the gamemode (S&Box doesn't provide a standardized command like Source 1's changelevel).
Examples (verify in package docs):
# Sandbox Facepunch
map garry.scenemap
# Walker
map facepunch.flatgrass
If the command doesn't exist, just restart the server after changing GAME_MAP.
Step 4: Preload multiple maps
To reduce load times when switching maps, you can force-download several map packages at boot via a gamemode-specific command (implementation-dependent). Otherwise, load each map once manually: the local cache keeps the downloaded package.
Step 5: Custom maps (created by you)
If you're building your own map in S&Box's Hammer editor:
- Publish it on sbox.game (public or private via your Facepunch account)
- Reference the
yourorg.yourmapident inGAME_MAP - Restart
Private / dev case: if you don't want to publish the map, upload the full .sbproj (gamemode + map) locally on the server via SFTP and point +game at the .sbproj. See the gamemode installation tutorial for details.
Step 6: List available server-side maps
Maps are cached in a folder under cloud/packages/. You can list via SFTP or the Files tab what's been downloaded already. Purely informational: the server downloads on-demand, you don't need to manage this folder manually.
Troubleshooting
Map not found at startup
- Strict
org.nameformat, lowercase - Does the map actually exist on sbox.game?
- Compatible with your gamemode?
Map loads but gameplay is broken
- Incompatibility between map and gamemode (expected entities missing)
- Check the gamemode's docs for officially supported maps
Slow download
- Load the map once during off-peak hours, then it's in local cache
+map ignored
- In S&Box, the map isn't
+mapbut the 2nd argument of+game - Verify your Wisp variable:
GAME_MAPor equivalent must be wired up correctly
Useful commands
# Status after map change
status
# Clear a specific map cache (SFTP)
rm -rf /home/container/cloud/packages/garry.scenemap
# Force reload from panel
# -> STOP then START (not RESTART, which doesn't always purge cache)
Conclusion
Adding S&Box maps is as simple as editing a startup variable. The cloud package system makes the operation much cleaner than in GMod days where you had to manually manage BSP files, workshop addons and FastDL.
Going further: build your own maps with Hammer S&Box, manage map rotation via gamemode, optimize initial download.

















