When creating maps, they must follow requirements. If they aren't followed, your map could instantly get rejected. All of this information can also be found in the Map Submissions section of the Forums.
Each map has a different number of jumps that the course should contain:
NOTE: The jump numbers are arbitrary! But try not to build too many (20+ jumps past the minimum) or too little (10-30 jumps less) jumps!
Each difficulty has a different direction it needs to face. For more information on facing and tips with it that will help you parkour, see X and Z in Tips and Tricks.
Certain blocks are banned due to their difference and interference with other versions of Minecraft. These include:
NOTE: When attached to another block, single glass panes and iron bars are allowed.
Copied builds from the internet follow the same rules as pixel art: They are allowed ONLY if used as a small part of the map. If a build is found to be entirely copied, it will immediately be REJECTED!
If the build is copied but you have permission from the original creator, it is allowed! However, you must include evidence that the original builder gave you permission.
If an accepted map you make is found to be copied, your credits will be removed and given to the original creator (even if they do not play on ManaCube). Even if you made the parkour, your credits will be revoked. You need credits to obtain Mapper Rank.
As of March 9, 2020 current mappers that have accepted copied builds will have their Mapper Rank revoked if they do not meet the 3 non-stolen map requirement. This does not apply to stolen pixel art builds.
This rule was created to uphold the integrity of the server and its players. It is enforced to have players make their own maps and prove that they deserve Mapper Rank once they meet the requirements.
NOTE: If a map is found to be stolen before staff catch it, feel free to report the map to a Map Judge. Include photos and evidence of the map being stolen.
Has the theme for your map already been done before? Or is it unique? Some common themes (Rainbow, Mario, Pixel Art) are very unoriginal. Making a map with one of those themes will greatly reduce its chances of being accepted. For a list of Parkour maps that have already been done, refer to the List of Maps.
Your map should have a main build; something that your parkour can build itself off of. If you don’t have a build, it can make the parkour look quite messy. Also, your build should be three-dimensional, not pixel art or flat. If you are building a character, your build should resemble that character.
A good parkour should have a decent amount of variation in the blocks used, and it should be incorporated with the build. The jumps should fit the difficulty you are looking for (you can find jump recommendations for difficulties in the link provided below.) While building a parkour, you should also look out for any exploits (commonly referred to as “skips”) that allow a player to skip a few jumps (or in some cases, a lot of jumps) in your map.
Different requirements must be met for each map difficulty. For all difficulties, be sure to make your course fun and unique!
NOTE: You are able to see newly accepted maps at
/warp betato see the standards for accepting maps. There are many old maps that would not be accepted now with the current mapmaking criteria.
An Easy map must be what its name states, easy. However, easy does not mean a stream of repetitive jumps. You must make sure your map holds unique jumps and blocks. “Unique” does not mean you must invent a new parkour jump every single time, but that jumps should not be repetitive. For instance, if you simply just use fences and wool in your course, it may be quite repetitive. It would be a good idea to use blocks such as heads, cocoa beans, fences paired with other blocks like carpets, piston heads, etc.
To make sure your map is good, you may want to get a tester. It would be in your best benefit to get someone that is well known for their care with judgement, such as a known Mapper. As for the build, easy courses tend to work better with a build that’s on a smaller scale. However, this is not required. It is simply required that the course does not go past 120 blocks wide. Nevertheless, building the map on a smaller scale will allow you to fill the course neatly without leaving it empty or too messy. Easy maps are meant to be the easiest difficulty, so do not try to make them challenging.
TIP: Try to incorporate your parkour into the course, rather than making it floating. This goes for all difficulties!
Medium is a difficulty that many may struggle with occasionally. It is not easy and not hard. It can be that weird in between for many people. Mediums must also have unique jumps. Repetitive jumps can get any course rejected right off the bat. When building harder difficulties, try to build off the previous one. You can include jumps that would fit an Easy course, but throw harder jumps in there.
Mediums may include more headhitter jumps than an Easy map would. They also may have more difficult ladders and even single neos. Do not aim to make a “challenging” medium, as they are simply meant to be the next step above Easy. Mediums can be larger than easy courses and are encouraged to be. Like the rest of the difficulties, try to keep the parkour on the large central build.
TIP: For any course, you can use previous courses as visuals for what is expected. However, please do not copy from other courses. Keep your course unique, fun, and a little more challenging than an Easy course would be.
Hard is a difficulty where things get interesting. Hard courses have more unique jumps that Easy or Medium courses may not allow. They also start with different neos, rather than just single neos. Hard courses can be the start of more challenging courses, but make sure you do not make them too difficult! Hard courses may have more headhitters and jumps involving vines, heads, and jumps that are overall more complicated compared to the jumps on previous difficulties.
TIP: Make sure you have at least 60 jumps for a hard with a maximum being around 80. Follow the directions given on easy and medium courses for more information about maps in general!
Expert is one of the difficulties unlocked when you reach Skilled rank. Experts tend to have bigger and sometimes more complex builds to fit more jumps. For Expert maps, aim for around 80-100 jumps. Experts are where the courses get a lot more difficult. There tends to be a clear cut off between Hard and Expert maps. Make sure you do not make your Expert too hard. Difficulties may seem arbitrary, but you can use previous courses to model your course.
Insanes are probably the most arbitrary difficulty of them all. Insanes tend to be really hard and short or really long and slightly easier. The Insane difficulty could be better classified as “not Expert because it's too hard”. Insanes give you the ability to include a wide variety of unique jumps in a course. They expand your horizons immensely, so use that ability wisely. Some Mappers are well-known for building excellent Insane courses (e.g. Kubikit, Presidenten, Shinxray).
If you need unique jump ideas, use previous Insanes for inspiration. Once again, please do not directly copy. Try to plan out your jumps beforehand for Insanes courses. They tend to include some very specific jumps that may need the use of coordinates (e.g. squeezes). The jumps become way more complex in Insane courses.
Sometimes checkpoints need to be placed even closer together (especially with how complex the jumps have gotten in the past few years). Use as many different blocks as you can to create well-thought-out parkour. Use previous Insanes as ideas for the difficulty.
TIP: Remember not to make your course too long and have known mappers test your course. This will allow you an outside opinion other than your own. Make sure your parkour is not only challenging for the majority, but also enjoyable. It is very easy to cross the line between hard and fun & hard and tedious.
Anyone is able to make and submit a donator map. The requirements are the same as the traditional map submissions.
There are two ways where a map can become a donator map.
You can use current Dropper maps as a guide for size and layout.
Dropper maps will count toward your total number of accepted maps, so if you make three droppers, you could earn the Mapper rank!
Originality of Dropper maps is judged separately from Normal maps. For example: If there is already a candle map, and you make a candle dropper, it will still be considered original. Since dropper maps don't really have parkour, Map Judges will mostly make decisions based on the difficulty of the map, the build, the theme, and how fun it is to play.
Once you are done creating your map, it must be submitted through our Forums in order to get accepted or rejected. You will need to create a forum account; this can be done by going to www.manacube.com and clicking “register.” Once you’ve made your account and verified your information, you can Submit Your Map.
Following the Map Submission format will help us judge and potentially add your map. This format includes:
/plot h <name> <number of plot>)
This information can also be found here https://www.manacube.com/threads/must-read-map-submission-information-format.649/
Once your map is submitted, please be patient! It will be judged by one of our Map Judges in time. Map Judges are Parkour staff that have been specially trained to judge new maps. They will have the JUDGE tag in game.
Once you have 3 maps ADDED, you will earn the Mapper rank! This rank comes with VIP perks ! You will also have the mapper rank on the Forums (right).
NOTE: Maps must be added to the main Parkour world before receiving Mapper Rank. When your third map has been added you may contact a Map Judge so they can verify your map additions and request your rank in game and on the Forums.
At the beginning of every month, Parkour Staff are able to choose 2 maps of their choice from the Easy to Hard difficulty to become that month's “Featured Map”. Expert, Insane, and Dropper Maps are not able to be a featured map. Maps that apply to this election need to have been accepted during the month prior to the voting. For example, if you built an easy map on April 27th and it got accepted on June 3rd, getting the map featured would count towards June’s Featured map of the month.
This section of Parkour has been prevalent ever since the game mode was created, and during Season 2 it has been receiving updates to improve it. One of these updates on May 1st, 2020 allowed players that had their map featured to earn the Featured title and mana as rewards.
NOTE: You may view the current and past “Featured Maps of the Month” winners by doing
/warp Featuredor visiting our Events section on the forums.
There are no requirements that will guarantee your map to become featured, but there are some tips and tricks that you may want to follow if you would like to achieve this goal. Below you will find information on how you can improve your map to increase the chances of having it voted as the Featured Map for that month.
When a new map is added, it is first placed in
/warp beta. Everyone can go to beta to test the new maps for exploits. This is the purpose of the warp.
When a new Parkour map is added, there may be a few skips that weren’t found/patched during testing and adding the map. If you find one of these, it is crucial that you report it to a staff member immediately either through
/helpop, or the Community Discord #issues channel.
Abusing an exploit in order to increase your Mana/Score amount will result in punishment, up to and including a permanent ban from the ManaCube Network or an account lock on Parkour. If you know of a player who is exploiting, you should report them as well.
When players use a hacked client or exploit(s) to gain an unfair advantage to raise their score or mana, they may receive the locked rank in place of a ban as punishment. When your account is locked, you are unable to earn Mana or rank up.
Exploiting is not allowed on parkour, this includes but is not limited to:
All punishments are handed out at staff discretion and will vary case to case, but the underlying message is that the use of exploits is not tolerated.