Description

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FiveM In-Game Map Editor CodeM BLVCK

Stop Mapping Like It’s 2019.

Open editor. Move prop. Export. Restart. Log back in. Realize the chair is floating. Repeat until your evening disappears. BLVCK Map Editor cuts through that whole ritual and lets you build directly inside FiveM with freecam, a proper 3D gizmo, thousands of searchable objects, brush placement, layers, effects and real-time collaboration.

In-Game 3D Editor 16,000+ Props Real-Time Co-op Fully Standalone
No framework No database No dependencies 4 export formats
BLVCK Map Editor FiveM in-game 3D mapping tool
Fly there · Place it · Fix it while looking at it
00 / Why
Mapping is fun until the workflow starts fighting back

You already know where the prop should go. So why are you restarting the server just to move it 20 centimeters?

BLVCK Map Editor is built around a very simple idea: if you're designing something for FiveM, you should be able to stand inside FiveM while designing it. Fly around with freecam, place objects, rotate them, scale them, test the scene and keep building without bouncing between three different tools.

Beach party tonight? Build it. Halloween event next week? Save it. Need fifty barriers around a race route? Paint them in. Need the whole thing gone Monday morning? Schedule it. That's the kind of workflow this editor is aiming for.

// LESS ALT-TAB · MORE MAP
Prop Library 16K+ Searchable props by name and category.
Objects Per Map 20,000 Listed map object limit.
Export Formats 4 Resource, Lua, ymap and JSON.
Dependencies 0 No framework or database required.
01 / Build
Click the object. Move the object. Revolutionary stuff.

A proper 3D gizmo means you stop guessing coordinates and start placing things where your eyes say they belong.

// 3D GIZMO + FREECAM

Grab it in the world and put it exactly where it needs to be.

Selected objects can be moved, rotated and scaled directly with axis-based gizmo controls. The inspector keeps position, rotation, motion type, anchor point and opacity visible while you work, so the scene feels editable rather than baked into the map.

01 Move · Rotate · Scale

Grab the Prop, Not a Spreadsheet

Move objects along individual axes, rotate them visually and scale them inside the scene. If the couch looks wrong, fix the couch while you're literally looking at the couch.

02 Search · Suggestions

Find the Prop Without Knowing Its Entire Family History

Search uses suggestions and categories, so a general term like “screen” can help surface related monitors, cameras, arcade screens and other matching objects.

03 Grid · Angle · Magnet

Snap Things Before Your OCD Notices

Grid snapping, fixed rotation angles and corner magnet behavior can help keep repeated structures aligned when “close enough” is starting to become very visibly not close enough.

04 Swap · Model

Wrong Prop? Swap It Without Rebuilding the Placement

Replace the selected model from the prop browser while keeping its existing position and rotation. Extremely useful when the layout is perfect and only your taste in chairs was questionable.

02 / Faster
Placing one palm tree is relaxing. Placing forty-two manually is a cry for help.

Paint repeated objects across an area, save reusable builds and stop doing the same work twice.

01 Paint · Bulk Placement

Brush Mode Is Basically Cheating

Pick a prop, set the brush area and drag across the world to place repeated objects in bulk. Forests, fencing, roadside clutter, parking layouts — the boring repetition becomes the fast part.

02 Radius · Density

Control How Chaotic the Brush Gets

Circle and polygon brush shapes support configurable radius and density, with controls for changing them while painting.

03 Prefab · Sets

Built Something Good? Save the Whole Thing.

Select multiple objects and save them as a reusable prefab. A stage, barricade setup, campsite, decorative corner or event prop cluster can come back later with one placement instead of twenty.

04 Mine · Team

Keep Sets Personal or Share Them With the Team

Prefabs can be saved for your own use or shared with other people working on the project, so useful layouts don't have to live inside one mapper's brain forever.

03 / Layers
400 props is a map. 400 props with no organization is an incident.

Put trees with trees, lights with lights and the questionable event decorations somewhere you can hide them quickly.

Objects can be organized into named layers with individual visibility and locking controls. Search them, select multiple rows, move objects between layers and keep bigger builds manageable instead of turning the object list into archaeological research.

Layers become even more useful once scheduling enters the picture, because you can decide that only part of a map should exist at a certain time instead of switching the entire build on or off.

// ORGANIZED CHAOS
04 / Effects
Then somebody at CodeM decided normal props weren't enough

Add lights, animated beams, motion and effects until the map stops looking like a map and starts looking like an event.

01 / POINT All Around Point-style illumination for surrounding areas.
02 / DIRECTION Directional Light Aim the light toward the part of the scene that needs it.
03 / BEAM Volumetric Laser Because apparently the beach party was not dramatic enough.
04 / MOTION Moving Effects Left-right, up-down, circle and figure-eight movement options.
01 RGB · Brightness

Actually Light the Scene You Just Built

Configure light color, width and brightness directly through the effects controls instead of hoping the world lighting happens to make your event look good.

02 Flash · Colour Cycle

Static Is Optional

Flashing and color-cycle effects can add movement to lighting setups without requiring every visual idea to become its own separate resource.

03 Motion · Objects

Props Don't Have to Sit There Like Furniture Catalog Photos

Object motion modes include still, spinning, floating, swaying and orbiting behavior for builds that need a little more life.

04 Multi · Place

Drop Several Lights Without Reopening the Tool Every Time

Multi-place mode helps with repeated light placement when you're building larger stages, streets, displays or event zones.

05 / Co-op
Mapping with friends usually means “don't touch my prop”

BLVCK lets admins work on the same project in real time without silently fighting over the same chair.

// REAL-TIME MULTIPLAYER

Build the event while the rest of the team is building it too.

Multiple admins can edit together in real time. The supplied specification includes Discord avatars and selection locking, giving teams a clearer view of who is working on what instead of discovering somebody moved your setup while you were adjusting the lights.

06 / Schedule
The Christmas market probably shouldn't still be there in April

Build it once, decide when it exists and let the server handle the clock.

01 Calendar · Days

Choose the Days

Schedule individual days or use shortcuts for weekdays and weekends through the visual scheduling interface.

02 Day · Night · Custom

Choose the Time Window

Rules can run all day, during predefined day or night windows, or inside a custom time range.

03 Per Layer

Schedule Only Part of the Map

A rule can target specific layers, so lights can switch on at night while the actual props remain in place, or event pieces can appear only when they're needed.

04 Preview · Rule

Preview Before Letting Players See It

Scheduling rules can be previewed so you can check what the scene looks like before trusting Friday night traffic with it.

Seasonal decorations, weekend markets, nighttime clubs, race events, temporary roadworks — scheduled maps turn temporary world changes into something you configure once instead of manually babysitting.

// BUILD ONCE · APPEAR ON TIME
07 / Ship It
Eventually you're going to want the thing outside the editor

Export the build, publish it to the community or turn it into a standalone FiveM resource.

01 Resource Complete standalone FiveM resource with fxmanifest and spawn logic.
02 Lua Copy-ready Lua table output.
03 ymap Export path for CodeWalker / OpenIV workflows.
04 JSON Lossless format for round-trip editing.
01 Export · Resource

Turn the Build Into Its Own Resource

The Resource export can package a complete FiveM resource, including the manifest and spawn script, so a finished build can move from editor project to server resource without rebuilding the structure by hand.

02 ymap · Compatibility

The Editor Knows ymap Can't Carry Everything

When an export contains elements that don't fit the ymap format — such as certain vehicles, lights or effects — the editor can account for them through companion client logic instead of quietly pretending those elements never existed.

03 Community · Catalogue

Or Just Share the Whole Idea

Maps can be published to the cross-server Community Catalogue with a title, description, location, contributors and in-game imagery.

04 Download · Ratings

And Steal Inspiration Like a Respectable Mapper

Other community creations can be browsed with ratings and author information, then downloaded directly when you find something worth building from.

08 / Preview
Yes, the UI actually looks like a proper editor

Browser, inspector, layers, gizmos, schedules, effects — without leaving the game.

09 / Technical
Somehow the easiest part of this feature list is the requirements

No framework. No database. No dependency chain. Literally add the resource and start building.

// CODEM_BLVCK_MAP_EDITOR FiveM / Standalone / 3D Mapping
Framework
Standalone Works without a framework and can run alongside any server stack.
Dependencies
None No additional resource dependency is listed.
Database
None Maps are stored as JSON files inside the resource.
Permissions
ACE Editor access can be controlled through configurable ACE permissions.
Object Limit
20,000 / Map Listed object limit for an individual map project.
Favorites
Up to 500 Listed favorites limit.
Prefabs
Up to 100 Listed reusable prefab limit.
Audit Log
500 Entries Audit log limit listed in the technical information.
Object Draw Distance
350m Default listed distance; configurable.
Effects Draw Distance
220m Default listed effects distance; configurable.
Light Draw Distance
250m Default listed light distance; configurable.
Motion Draw Distance
120m Default listed motion distance; configurable.
UI
Vue + Tailwind Interface stack listed by the developer.
Editable Files
Config + Locales config.lua, server/config.lua and locale JSON files are listed as escrow-ignored.
Code Editions
Escrow / Source Both protected and Open Source purchase options are available.
Subscription
No No recurring subscription is listed.
10 / Get It
You'll understand the appeal somewhere around the third floating chair you don't have to restart for

Watch the editor in action, check the docs and decide whether your current mapping workflow has suffered enough.

CodeM BLVCK / FiveM Map Editor

The best mapping upgrade might not be another prop pack. It might be finally making the workflow enjoyable.

BLVCK Map Editor brings freecam building, a 3D gizmo, large-scale prop search, brush placement, prefabs, layers, moving objects, dynamic lights, co-op editing, scheduling, community sharing and four export workflows into one standalone FiveM editor with no framework, database or external dependency requirement.

Stop restarting the server to move a chair. You have better things to build.