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Map Curation and Submission

The curated maps program is the highest tier of visibility that an Unturned™ custom map can achieve. A curated map is a Workshop-published map that Smartly Dressed Games has reviewed, accepted, and elevated to official in-game visibility. Curated maps appear in the Unturned™ main menu feature slot, in the single-player curated maps list, and in periodic community spotlights. The program carries a revenue share from associated Store Bundle sales, and it signals to the player community that the map meets the quality and content standards that SDG considers production-ready.

This article documents the curated map submission pipeline from the map author's perspective, based on the official SDG program documentation and cohort-validated experiences from authors who have successfully navigated the process. The article covers the submission prerequisites, the eligibility guidelines and how to verify each one, the review timeline and what SDG evaluates during the review process, the most common rejection reasons and how to address them before submission, the resubmission process after a rejection or change request, and the ongoing maintenance expectations after acceptance.

A curated map displayed in the Unturned main menu feature slot

Documentation source: This article references the official Smartly Dressed Games modding documentation for the Curated Maps chapter and related sections on asset validation, project organization, and menu visibility. Cohort-validated notes from 57 Studios™ members who have submitted maps to the program are incorporated where the official documentation is silent on a detail.

Prerequisites

  • A map published to the Steam Workshop through the process documented in Workshop Upload Process. The curated maps program does not accept direct submissions; the entry point is an existing Workshop entry.
  • The map must be in a polished, playable state. SDG evaluates completed maps that are already receiving community engagement, not works in progress.
  • The map must pass -ValidateAssets with zero warnings or errors. This is a mandatory gate documented in the official SDG guidelines.
  • The map must use only official Unturned™ assets and custom assets created by the map author. Third-party mod assets are not permitted.
  • Valid Steam Workshop profile information. SDG reaches out through the contact information on the author's Steam Workshop profile.
  • Familiarity with the legal and financial requirements for revenue share agreements. The author must be able to provide bank and tax information for payment processing.

What you will learn

  • How the curated map program works from Workshop publication through in-game inclusion.
  • How to verify every eligibility guideline before submission.
  • What SDG evaluates during the review process and how the quality standards are applied.
  • The most common rejection reasons and how to address each one before the map enters the review pipeline.
  • How to respond to change requests from SDG and manage the change request period effectively.
  • How to prepare Store Bundle items (cosmetics and skins for the in-game Stockpile) for a curated map release.
  • The resubmission process after a rejection or after addressing change requests.
  • The post-acceptance maintenance expectations and ongoing community engagement requirements.

Background: how the curated map program works

The curated maps program operates on a model where SDG reaches out to authors of maps they are interested in, rather than accepting direct submissions. The program was revised in 2025 to streamline the pipeline and make it more accessible to creators while maintaining the quality bar that the curated map label implies. The six-stage pipeline below is documented in the official SDG modding documentation.

Stage 1: Workshop publication

The map must be published to the Steam Workshop through the standard publishing workflow. The map must be in a polished, playable state with a high-quality preview image, an accurate description, and correct tag selection. SDG evaluates maps that are already receiving community engagement, so the publication date is not a factor -- maps can be accepted at any time after being published.

Stage 2: SDG outreach

SDG reaches out to the authors of maps that meet their quality and content criteria. The outreach is initiated by the SDG team through the contact information available on the author's Steam Workshop profile. Authors do not need to contact SDG directly. The outreach message typically includes an initial expression of interest and a request to begin the legal and administrative process.

Before any curated map can be published in-game, the legal agreements must be finalized. These agreements establish the revenue share between the map author and SDG, and they cover the split among co-authors if the map was created by a team. The revenue share default is 25 percent for standalone curated maps. For maps associated with Store Bundle items, the revenue share on those items is 50 percent. The legal process typically takes two to four weeks because new contributors' bank and tax information must be processed by the SDG administrative team.

Stage 4: Author changes

SDG may request changes to the map before it can be accepted. These changes range from minor adjustments (fixing a localization string, adjusting a navmesh boundary) to substantial content revisions (replacing vanilla assets with custom assets, adjusting the art style to match the base game visual language, removing content that does not meet the family-friendly content guidelines). The author can accept, negotiate, or decline these requests, though declining a request may result in the map not being accepted for curation.

Stage 5: Store Bundle creation

Each curated map release is usually accompanied by cosmetics and skins in the game's item store (the Stockpile). The bundles typically include two or three collections of four to six items each, plus a mystery box with fifteen to twenty items of rare, epic, or legendary rarity. The creation of these items can be done by the map author or by commissioned SDG artists. The items must be prepared as a .unitypackage file for import into the vanilla project.

Stage 6: In-game inclusion

Once the legal agreements are signed, the author changes are complete, and the Store Bundle items are ready, the map is added to the game. It appears in the single-player curated maps list and inherits the main menu new or updated label. The map's visibility on the main menu includes a preview image and an expandable description. The map is now a permanent part of the curated map rotation, though the author can still submit updates through the normal Workshop update workflow.

Eligibility and guidelines

SDG evaluates potential curated maps against a set of published guidelines. Meeting these guidelines does not guarantee acceptance, but maps that violate them are unlikely to be considered. The guidelines cover content, art style, technical quality, and content appropriateness.

Content requirements

RequirementSpecificationHow to verify
Custom contentMaps should feel new and exciting. Custom items, unique architectural styles, and innovative uses of modding features are strongly recommended.Review the map's asset list. If the map uses only vanilla assets, consider adding custom assets before seeking curation.
Third-party contentAll content must be an official base game asset or a custom asset created by the map author. No assets from other people's mods or curated maps are permitted.Audit every asset in the map against its source. If any asset is from a third-party mod, replace it with a custom or vanilla equivalent.
Art style matchCustom content should match the base game's blocky, low-detail art style. Human-like drawings (faces, skulls, signs) must use the blocky in-game character style.Review all custom textures and models. Any human or humanoid depiction must use the blocky, low-poly aesthetic.
Family-friendly contentText must be devoid of harsh profanity, slurs, or strongly implied profanity. Explicit depictions of drugs, alcohol, and tobacco are not allowed. Text should be gender-neutral.Review all map text, signs, item names, and localization entries. Replace any non-compliant text.

Technical quality guidelines

GuidelinePass-fail testHow to verify
Asset validationRunning the game with -ValidateAssets produces no warnings or errors.Run -ValidateAssets on the map. Address every reported issue. Re-run until zero errors.
English textAll map text uses clear grammar, spelling, and punctuation.Review all text through an English-speaking reviewer.
Project organizationSources and MasterBundle directories are separated. No unintended assets are in the Workshop upload folder.Confirm the upload folder contains only built assets. Maintain a separate Sources directory for editable files.
Asset duplicationIdentical prefabs are shared via Bundle_Override_Path rather than duplicated.Review prefab usage across the map. Deduplicate where possible to reduce bundle size.
Water reflectionsOnly one water volume has planar reflections enabled.Inspect every water volume. Disable planar reflections on all but one.
Overlapping navmeshesNo navmesh bounds overlap.Open the navmesh editor. Inspect bounds for overlaps. Adjust and rebake where overlaps exist.
Visibility overlayThe visibility menu shows only a few red zones.Open the visibility overlay from the editor view options. Identify and optimize high-density zones.
Item iconsEvery custom item in the map has a proper inventory icon with an orthographic camera configured.Confirm every item prefab has an orthographic camera for icon generation.

Asset validation as the primary quality gate

The asset validation test is the single most important quality gate in the curation eligibility checklist. The official SDG documentation specifies that a map must produce zero validation warnings or errors when the game is run with the -ValidateAssets command-line flag. The validation performs deep inspection of meshes, textures, materials, audio files, and navmesh data. The cohort recommendation is to run -ValidateAssets on every major build of the map and to fix all reported issues before the map is considered submission-ready for curation consideration.

A map that passes the asset validation gate with zero errors has already addressed most of the technical issues that SDG would flag during the review process. The cohort observation is that the majority of curation rejection reasons related to technical quality are detectable by -ValidateAssets, and the majority of maps that are rejected for technical quality reasons did not run -ValidateAssets before publication.

Content appropriateness guidelines

Content should be family-friendly. The official SDG documentation specifies the following guidelines for text, imagery, and substance references:

  • Text must be devoid of harsh profanity, slurs, or strongly implied profanity. Alternatives to traditional profanity include nonsense words (gosh, darn, dang, drats, heck), cut-off text, or redactions such as [REDACTED] or [UNINTELLIGIBLE].
  • Explicit depictions of drugs, alcohol, and other substances are not allowed. Loosely associated ideas such as berry mixes instead of alcohol, or things like vineyards, bottles, kegs, or distilleries, are permitted.
  • Cigarettes, vaping, smoking, and tobacco are not allowed in any form.
  • Text should be gender-neutral. For example, "Firefighter" instead of "Fireman."
  • Do not link to out-of-game content such as websites and phone numbers. If a map must include a phone number for in-universe reasons, use the 555 prefix per the telephone-number convention.
  • No third-party intellectual property. The map must not include recognizable characters, logos, or branding from other games, movies, or media franchises.

What SDG evaluates during the review process

SDG evaluates maps against a combination of objective technical criteria and subjective quality criteria. The objective criteria are documented in the eligibility guidelines above. The subjective criteria are documented below based on the SDG program documentation and cohort-validated feedback from successful curation applicants.

Technical evaluation

SDG runs the map through their own test environment and verifies that:

  • The map loads without errors on the current game version.
  • -ValidateAssets produces zero errors (this is verified independently by SDG, not taken from the author's claim).
  • The navmesh covers all playable areas without overlaps.
  • Water reflections are configured correctly.
  • The visibility overlay shows acceptable mesh density.
  • All items have proper inventory icons.
  • The map does not crash during extended play sessions.

Content evaluation

SDG evaluates whether the map meets the program's content standards:

  • Does the map include custom content that makes it feel new and unique?
  • Does the custom content match the base game's art style?
  • Is the map visually distinguishable from existing curated maps?
  • Does the map offer a gameplay experience that is different from what existing curated maps provide?
  • Is the map's Workshop description accurate and does it match the in-game experience?

Community engagement evaluation

SDG considers community engagement as one signal among many. Maps with positive ratings, active comment sections, and a demonstrated subscriber base are more likely to attract SDG attention. However, a map with low community engagement but exceptional quality may still be considered. The community engagement signal is not a hard gate.

Common rejection reasons and how to address them

The rejection reasons below are compiled from the official SDG documentation and from cohort-validated reports from map authors who have received rejection feedback from the curation team. Each entry includes the most likely cause and the validated resolution.

Technical rejection reasons

Rejection reasonLikely causeResolution
Asset validation warnings detectedThe author claims zero validation errors, but SDG's independent validation run detects issues. The most common cause is a version mismatch: the map on the Workshop is not the version that the author validated.Re-run -ValidateAssets on the exact Workshop-published version. Fix all issues. Re-upload.
Map crashes during SDG testingAn intermittent crash that the author's test environment did not trigger. The most common cause is a broken occlusion culling configuration that only crashes on specific hardware.Test the map on at least two different hardware configurations. Fix all crash-causing issues.
Missing inventory iconsOne or more custom items lack a configured orthographic camera for icon generation.Attach an orthographic camera to every item prefab. Confirm icons generate correctly. Rebuild the bundle.
Overlapping navmesh bounds detectedZombies teleport or disappear in multiplayer testing.Open the navmesh editor. Identify and remove all overlapping bounds. Rebake.
Multiple water reflections enabledMore than one water volume has planar reflections enabled, causing severe framerate drops.Disable planar reflections on all but one water volume. Re-export.
Excessive mesh density in playable areasThe visibility overlay shows extensive red zones across the map's playable area.Optimize high-polygon meshes. Use LOD groups. Merge materials. Rebuild the bundle.

Content rejection reasons

Rejection reasonLikely causeResolution
Insufficient custom contentThe map relies primarily on vanilla assets and does not feel new or unique.Add custom assets: unique buildings, custom items, custom trees or foliage, or custom gameplay mechanics.
Art style mismatchCustom assets use a style that does not match the base game's blocky, low-detail aesthetic.Re-texture custom assets to match the Unturned™ art style. Use blocky human-like depictions. Simplify over-detailed models.
Third-party assets detectedThe map includes assets from other people's mods, curated maps, or copyrighted sources.Remove all third-party assets. Replace with custom assets or vanilla equivalents.
Description-inaccurate contentThe Workshop description promises features or content that the in-game version does not deliver.Either update the description to match the in-game experience or add the promised features.
Family-friendly guideline violationsMap text includes profanity, substance references, or non-gender-neutral language.Audit all map text. Replace non-compliant text per the SDG guidelines.
Gender neutrality not appliedMap text uses gender-specific job titles (fireman, policeman) instead of gender-neutral alternatives (firefighter, police officer).Review all map signage, NPC dialogue, item names, and localization entries. Replace gender-specific terms.
Recognizable third-party intellectual propertyThe map includes references to characters, logos, or settings from other media franchises.Remove all third-party intellectual property references. Replace with original content.

The change request period

When SDG identifies issues during the review process, they send a change request to the author. The change request is a list of modifications that SDG requires before the map can be accepted. The change request period is the most intensive phase of the curation process for the author.

How to respond to a change request

Request typeRecommended response timelineApproach
Minor technical fix (missing icon, navmesh overlap)Within 1 weekFix the issue, update the Workshop entry, notify SDG.
Moderate content addition (add custom assets to replace vanilla)Within 2-4 weeksScope the work, provide a timeline to SDG. Prioritize this over other map development.
Major content revision (rework art style, remove substantial content)Within 4-8 weeksDiscuss the scope with SDG. Negotiate if the request is technically infeasible or would fundamentally change the map's identity.
Store Bundle item preparation4-8 weeksCreate the cosmetic items, export as .unitypackage, provide to SDG.

The 57 Studios™ cohort recommendation is to prioritize SDG's requested changes over other map development work and to communicate proactively with the curation team about timelines. Authors who respond quickly and thoroughly to change requests are more likely to keep the curation process moving forward efficiently.

Negotiating change requests

Not every change request must be accepted exactly as stated. The cohort recommendation is to evaluate each request against three criteria:

  1. Is the request technically feasible? A request to replace all vanilla building models with custom models is feasible if the author has the modeling and texturing skills. If the author does not have these skills, the request may be negotiable.
  2. Does the request fundamentally change the map's identity? A request to change the map's biome from desert to winter would change the map's core identity. This type of request is appropriate for negotiation.
  3. Does the request have a reasonable alternative? If SDG requests a change that the author cannot implement, propose an alternative that achieves the same goal (improved visual quality, removed third-party content, increased custom content volume).

If SDG and the author cannot reach agreement on a change request, the map may not be accepted for curation. The author can decline the request and continue to maintain the map as a non-curated Workshop entry.

Store Bundle preparation

Each curated map release is usually accompanied by cosmetics and skins in the game's item store. The revenue from these sales is shared with the map author. The Store Bundle is not a mandatory prerequisite for curation consideration, but it must be prepared before the map is included in the game.

Bundle composition

CategoryItem countTypical rarityNotes
Bundles2-3 collections, 4-6 items eachMixedThematically grouped items. Can be loosely related items or complete outfits.
Mystery box15-20 itemsRare, Epic, LegendaryAll items should be usable individually. Avoid matching sets that cannot be mixed.
Craftable items10-20 itemsUncommonMatching sets and simple recolor patterns are appropriate here.

Export procedure for Store Bundle items

  1. Set up each item for use as a clothing item in-game (or as a weapon skin, depending on the item type).
  2. In Unity Editor, select the folders containing the item prefab files.
  3. Right-click in the Project window and click Export Package.
  4. Ensure Include Dependencies is checked.
  5. Save the .unitypackage file.
  6. Provide the .unitypackage and the corresponding .dat files to SDG.

Commissioned Store Bundle items

If the map author does not wish to create Store Bundle items, SDG can commission artists to create the items. The revenue share is adjusted accordingly, with the commissioned artist receiving a portion of the map author's share. The author should discuss the commissioned item approach with SDG during the legal agreement phase.

Resubmission process

After a rejection or after completing the change request period, the author submits an updated version of the map for re-evaluation. The resubmission process depends on whether the map was rejected before reaching the change request stage or whether the author is submitting a revised version after completing requested changes.

Resubmission after rejection

If SDG rejects the map without extending a change request, the author must address the rejection reason before the map can be reconsidered. The cohort recommendation is:

  1. Review the rejection reason carefully. SDG typically provides a specific reason for rejection.
  2. Address the identified issue. If the rejection is for insufficient custom content, add custom assets. If the rejection is for technical issues, fix every reported error.
  3. Publish an updated version of the map to the Workshop with the changes applied.
  4. Do not contact SDG directly to request re-evaluation. SDG monitors Workshop entries and may initiate a new outreach if the updated map meets their criteria.
  5. There is no published cooldown period between rejection and re-evaluation, but the cohort observation is that maps are typically not re-evaluated within six months of a rejection unless the changes are substantial.

Resubmission after change request completion

When the author completes all requested changes from the change request period:

  1. Increment the map's version number in Config.json.
  2. Publish an update to the Workshop with the changes applied.
  3. Notify SDG through the established communication channel (typically email or Steam chat) that the changes are complete.
  4. SDG reviews the updated map and either accepts it or issues additional change requests.
  5. Repeat the change-completion cycle until SDG accepts the map.

If the legal agreement process fails (typically due to unresolved tax or banking information), the author must resolve the administrative issue before resubmission. The cohort recommendation is to contact the SDG administrative team directly through the communication channel established during the outreach phase. The legal process cannot proceed until the author's bank and tax information is complete and verified.

Post-acceptance maintenance

After a map is accepted into the curated program, the author must maintain the map to ensure it remains in good standing. The post-acceptance maintenance responsibilities are documented below.

Version updates

The map author retains the ability to update the map through the normal Workshop update workflow. Each update should increment the version number in Config.json and include a change note in the Workshop submission. The Unturned™ main menu automatically shows an updated label when a curated map receives a major update.

Game update compatibility

When Smartly Dressed Games publishes an Unturned™ game update that changes asset formats or gameplay systems, existing curated maps may need patches. The author should test the map after every game update and publish a compatibility patch if needed. SDG may reach out to authors whose maps have compatibility issues after a game update.

Revenue tracking

Revenue from the associated Store Bundle items is tracked by SDG and paid to the author according to the agreed revenue share schedule. The author can review sales data through the hidden curated Workshop item's analytics. The payment schedule and minimum payout threshold are determined by the legal agreement.

Community engagement

Curated maps tend to attract a larger player base than non-curated Workshop maps. The author should monitor the Workshop discussion page for feedback, bug reports, and questions. Active community engagement signals to SDG that the map is well-maintained and may influence the map's prominence in the main menu rotation.

Frequently asked questions

Does SDG reach out to every map that meets the guidelines?

No. Meeting the guidelines is necessary but not sufficient for acceptance. SDG selects maps based on a combination of quality, community engagement, uniqueness, and the current needs of the curated map rotation. Many high-quality maps that meet every guideline are not selected because SDG has limited curation bandwidth and a desire to maintain variety in the curated map set.

Can I submit my map for curation consideration directly?

The curated maps program does not accept direct submissions. SDG reaches out to authors of maps they are interested in. The most effective action an author can take is to publish a high-quality map to the Steam Workshop, gather positive community feedback, and ensure the author's Workshop profile includes valid contact information.

How long does the curation process take from initial outreach to in-game inclusion?

The timeline varies substantially based on the complexity of the legal agreements, the number of requested changes, and the status of Store Bundle preparation. The legal agreement phase typically takes two to four weeks for new contributors. The change request phase depends on the scope of the requested changes. The Store Bundle preparation phase depends on whether the author or SDG is creating the bundle items. Total time from initial outreach to in-game inclusion can range from one month to six months or more, with 4-6 months being the most common range.

Can I have multiple curated maps?

There is no published limit on the number of curated maps a single author can have. However, SDG is unlikely to curate multiple maps by the same author in quick succession because the program aims to feature a diverse set of creators. Authors who have one curated map should not expect a second map to be accepted until the first has had time to establish its community presence.

Can I remove my map from curation after acceptance?

The curation agreement is a legal contract between the author and SDG. Removing a map from curation would require mutual agreement or fulfillment of the contract terms. Authors should carefully review the legal agreement before signing and should not submit a map for curation if they are not comfortable with the map remaining in the game in perpetuity.

Can I still update my map after it is accepted as curated?

Yes. Curated maps are not frozen at the time of acceptance. Authors can submit updates through the normal Workshop update workflow. The main menu shows the updated label when a curated map receives an update. SDG may suggest fixes or adjustments necessary for the map to meet expectations, but additional content is largely left to the discretion of the map author.

What happens if a curated map breaks after a game update?

The author should test the map after every major Unturned™ game update and publish a compatibility patch if needed. If the author does not update the map and it remains broken for an extended period, SDG may reach out to the author about the compatibility issue. In extreme cases (unmaintained map that is permanently broken), SDG may remove the map from the curated list, though the official documentation indicates this is rare.

Do I need a Store Bundle to be accepted?

Store Bundles are a standard part of the curated map program, but the map itself is the primary deliverable. A map can be accepted without a complete Store Bundle, but the bundle will need to be prepared before the map is included in the game. Authors who do not wish to create cosmetic items can request that SDG commission artists to create the bundle items, with the revenue share adjusted accordingly.

How is the revenue share percentage determined?

The default revenue share is 25 percent for standalone curated maps. For items associated with maps (Store Bundle items), the revenue share is 50 percent. The author's individual split may be lower when an item has multiple contributors or when the item is part of a bundle containing items from many different creators. The exact split is determined by the legal agreement signed by all parties.

Can co-authors share the revenue?

Yes. The legal agreement establishes the revenue share split among all co-authors. The split must be agreed upon by all co-authors before the agreement is signed. SDG does not mediate internal disputes among co-authors; the authors must determine their own split arrangement. A written agreement among co-authors, even an informal one, is strongly recommended before SDG initiates the legal process.

What game modes are eligible for curation?

Maps designed for officially-supported modes (Survival and Arena) are the most likely to be accepted. SDG may occasionally consider some maps designed for popular custom game modes, but custom-mode maps face a higher bar because they must demonstrate sufficient community traction to justify the curation investment.

Can my map be rejected because of low subscriber numbers?

Subscriber count is not a documented rejection criterion. SDG evaluates the map's quality, content, and adherence to the guidelines. Community engagement is one signal among many. A high-quality map with a small but engaged subscriber base is not rejected solely because of low subscriber numbers.

How do I know if SDG is interested in my map?

The only way to know is if SDG contacts you. SDG does not publish a list of maps under consideration. The cohort recommendation is to treat curation as a long-term goal rather than a primary objective. Continue developing the map and engaging with the community regardless of curation status.

What should I do in the waiting period between Workshop publication and SDG outreach?

Continue developing the map. Add more custom content. Improve existing assets. Gather community feedback through Workshop comments and update the map based on that feedback. The more polished and content-rich the map is when SDG evaluates it, the higher the likelihood of outreach. The cohort recommendation is to keep the map updated even during the waiting period, because SDG evaluates the current version, not the version that was published originally.

Best practices

  • Run -ValidateAssets on every major build and fix all reported issues before considering the map ready for curation.
  • Separate Sources and MasterBundle directories in the project folder. This prevents unintended assets from being exported to the Workshop upload.
  • Review the content appropriateness guidelines before finalizing any map text, signage, item names, or NPC dialogue.
  • Ensure only one water volume has planar reflections enabled. This is one of the most common and easily preventable performance issues.
  • Check for overlapping navmesh bounds before every major build. This is especially critical for multiplayer maps.
  • Review the visibility overlay regularly. Optimize high-density zones by merging materials and using LOD groups.
  • Create proper inventory icons for every custom item. Missing icons are one of the most common change request items.
  • Keep the Workshop description concise and accurate. SDG evaluates whether the description matches the in-game experience.
  • Maintain valid contact information on the Steam Workshop profile. SDG cannot reach out if the contact information is out of date.
  • Be patient. The curation timeline from Workshop publication to in-game inclusion can be 4-6 months or longer.

Advanced considerations

Working without curation eligibility

The official SDG documentation explicitly encourages working on projects even if they would not be eligible for curation. Creating a variety of Workshop content creates a valuable portfolio for future curation attempts and may still benefit from being featured, even if the map is not officially curated. SDG often features non-curated maps in blog posts, and some particularly high-quality maps have received revenue share from Store Bundles even without full curation status.

Managing community expectations during the curation process

When a map is under curation consideration, the author should maintain discretion about the process. Making public announcements before the legal agreements are signed can create expectations that may not be met if the curation process falls through. The 57 Studios™ cohort recommendation is to wait until SDG makes the official announcement before promoting the curated status publicly.

Co-author coordination for curation

Multi-author maps require careful coordination before the curation process begins. The revenue share split must be agreed upon by all co-authors, and all co-authors must be named in the legal agreement. The official documentation recommends resolving the co-author split early, because disputes that surface during the legal process can delay or derail the curation. A written agreement among co-authors is strongly recommended before SDG initiates the legal process.

Preparing for a wide scope of change requests

The change request period is the most intensive phase of the curation process for the author. SDG may request changes that require substantial revisions to the map. The 57 Studios™ cohort recommendation is to maintain a flexible development timeline during this period and to prioritize SDG's requested changes over other map development work. Authors who respond quickly and thoroughly to change requests are more likely to keep the curation process moving forward efficiently.

Worked example: submitting to curation from a new Workshop entry

The worked example below traces the curation process from the perspective of a map author who has published a new map called "Iron Ridge" to the Workshop and is waiting for SDG outreach.

Pre-publication preparation

The author completes Iron Ridge over six months of development. Before publishing to the Workshop, the author:

  1. Runs -ValidateAssets five times across three weeks, fixing every reported error.
  2. Separates the Unity project into Sources and MasterBundle directories. The Sources directory contains the .blend files, texture source files, and Unity scene files. The MasterBundle directory contains only the built asset bundles and the level asset file.
  3. Reviews every sign, item name, and NPC dialogue line for family-friendly compliance. Replaces three signs that use gender-specific terms with gender-neutral alternatives. Replaces one sign that uses a mild profanity replacement with a redacted version.
  4. Confirms that every water volume except the main lake has planar reflections disabled.
  5. Inspects the navmesh bounds for overlaps. Finds and fixes two overlapping navmesh bounds in the industrial zone.
  6. Reviews the visibility overlay. Optimizes the downtown area by merging three building materials into one atlas, reducing the red-zone density by approximately 40 percent.
  7. Creates inventory icons for all 12 custom items. Each item prefab has an orthographic camera configured for icon generation.
  8. Publishes the map to the Workshop as an Unlisted entry. Tests the Workshop download path on a separate Steam account. Finds that one custom building texture renders as white. Fixes the missing texture reference, rebuilds the bundle, and re-uploads. Confirms the fix on the test account. Transitions visibility to Public.

The waiting period

Six weeks pass after Iron Ridge is published as Public. The author receives positive community feedback: 85 percent positive ratings, 1,200 subscribers, and active discussion on the Workshop page. The author continues to develop the map during this period, adding two more custom assets and fixing three bugs reported in the comments.

SDG outreach

SDG sends the author a Steam chat message expressing interest in Iron Ridge. The message includes a request to begin the legal process. The author responds within 24 hours confirming interest. SDG sends a follow-up email with the legal agreement forms.

The author is a solo creator with no co-authors. The standard 25 percent revenue share applies. The author completes the bank and tax information forms within one week. SDG's administrative team processes the forms over the next three weeks. During this period, the author begins sketching concepts for the Store Bundle items.

Change requests

SDG reviews the current version of Iron Ridge and requests three changes:

  1. Replace two vanilla building models in the mining district with custom models that match the map's industrial mountain theme. Effort: high (new asset creation). The author accepts and estimates four weeks.
  2. Adjust the brightness of a custom cave interior shader that washes out in direct sunlight. Effort: low (shader parameter adjustment). The author completes this within three days.
  3. Add a gender-neutral alternative for one NPC dialogue line that uses a gendered term. Effort: minimal (text edit). The author completes this within one hour.

The author communicates a four-week timeline for the custom building models. SDG acknowledges the timeline. The author completes the models in three weeks, publishes a Workshop update with the changes, and notifies SDG.

Store Bundle creation

The author creates two bundles of four cosmetic items each, themed around the mining town aesthetic: a miner outfit (shirt, pants, hat, boots), a surveyor outfit (vest, pants, hard hat, backpack), a mystery box with 16 items of rare through legendary rarity themed around mining equipment and minerals, and 12 craftable items at uncommon rarity (picks, lanterns, ore samples). The items are exported as a .unitypackage with Include Dependencies checked.

Final review and inclusion

SDG reviews the updated map and the Store Bundle items. The map is accepted and added to the curated map list six weeks after the initial outreach. The author's revenue share begins accruing from the associated Store Bundle item sales. Total time from initial SDG contact to in-game inclusion: approximately 15 weeks.

Appendix A: Curation submission readiness scorecard

The scorecard below helps a map author evaluate whether their map is ready for curation consideration. Score 1 point for each item that is fully satisfied. A score below 18 of 20 indicates that the map should undergo additional preparation before seeking curation.

ItemScore (0 or 1)
-ValidateAssets produces zero errors/1
All custom content matches the base game art style/1
No third-party mod assets are present in the map/1
Human-like depictions use the blocky in-game style/1
All text is family-friendly and gender-neutral/1
Sources and MasterBundle directories are separated/1
Identical prefabs are shared via Bundle_Override_Path/1
Only one water volume has planar reflections enabled/1
Navmesh bounds do not overlap/1
Visibility overlay shows only a few red zones/1
Every custom item has a proper inventory icon/1
Workshop description is accurate and concise/1
Preview image is high quality and representative/1
Store Bundle items are planned or in progress/1
Workshop profile contact information is valid/1
Co-author revenue split is agreed (if applicable)/1
Map supports at least one officially-supported game mode/1
No copyrighted or trademarked third-party content/1
Map has been published as Public on the Workshop/1
Community feedback has been gathered and addressed/1
Total/20

What to do if curation does not happen

Not every high-quality map receives curation outreach. The SDG curation team has limited bandwidth and a desire to maintain variety in the curated map set. A map that meets every eligibility guideline may still not be selected. The cohort recommendation for map authors in this situation is:

  1. Continue improving the map. Add more custom content. Respond to community feedback. Publish updates that expand the map's features. A map that improves over time is more likely to attract SDG attention than a map that remains static after initial publication.
  2. Publish additional maps. A portfolio of high-quality Workshop entries signals to SDG that the author is a serious, consistent content creator. The curation team may take notice of a new map from an author whose existing work is well received.
  3. Engage with the community on SDG channels. Participate in the Unturned™ community Discord, the Steam discussion forums, and the SDG modding documentation feedback channels. Visibility within the community increases the likelihood that SDG becomes aware of the author's work.
  4. Do not contact SDG to request curation. The curated maps program does not accept direct submissions or inquiries. Contacting SDG to ask about curation status is documented by the cohort as counterproductive.
  5. Accept that curation is not the only measure of a map's success. Many non-curated Workshop maps have large, active player bases and receive positive community engagement. A map does not need to be curated to be successful.

When a map is created by multiple authors, the legal agreement process requires additional coordination. The following details are documented for multi-author curation scenarios.

Establishing the revenue split

All co-authors must agree on the revenue share split before the legal process begins. The split does not have to be equal. For example, a lead map author who created 70 percent of the content may receive 70 percent of the revenue, while two contributing authors split the remaining 30 percent. The split is documented in the legal agreement and is enforceable by SDG's payment system.

Co-author communication during curation

When SDG initiates outreach, the communication goes to the Steam account that published the map. The publishing author is responsible for relaying SDG's messages to all co-authors. The cohort recommendation is to establish a shared communication channel (Discord group, email thread, or group chat) at the start of the map project so that curation-related communication reaches all co-authors promptly.

Co-author changes during curation

If a co-author leaves the project during the curation process (before the legal agreement is signed), the remaining authors must agree on how to redistribute the departing author's revenue share. If a new co-author joins the project during curation, the new co-author must be named in the legal agreement and complete the bank and tax information process. The cohort recommendation is to resolve co-author changes before the legal process begins, because changes during the process delay the curation timeline.

Cross-references

  • Workshop Upload Process - the previous article, covering the Workshop publication step that precedes curation consideration.
  • Map Updates and Versioning - the next article, covering how to update a published map and manage versions across the map's lifecycle.
  • Curated Maps Guide - the comprehensive guide to the curated maps program with detailed timeline and eligibility information.
  • Steam Workshop Submission - the standard Workshop publishing workflow.
  • Map Loading Failures - the diagnostic reference for loading validation issues that must be resolved before curation submission.

Document history

VersionDateAuthorNotes
1.02026-07-2657 StudiosInitial publication. Complete curated map submission guide with eligibility checklist, rejection reasons, change request guidance, and resubmission process.

This guide will be updated when SDG publishes new curated maps program documentation or when the cohort documents additional curation experiences.