Make Your First Fortnite Map (Part 1): Pick an Idea You Can Actually Finish

Read this before you open the editor

Most people who say "I'm going to make a Fortnite map" never finish one. Not because UEFN is too hard. Not because Verse is too scary. Because the idea they pick is too big.

A 14-year-old can absolutely ship a Fortnite map. Lots of teens have, and some of them now make full-time money from Discover. The teens who finish always have one thing in common: they started with an idea small enough to actually complete in a weekend, learned from how it felt to ship, and then worked on the bigger dream.

This is part one of a three-part series. By the end, you will have published your own Fortnite map. Today's job is to pick the right first idea.

If you have not installed UEFN yet, our Day One walkthrough covers that in about an hour. You do not need to do that before reading today's post; in fact, picking an idea before you install is fine. But you will install before part two.

The most important rule: 200 by 200 meters or smaller

If you take one idea away from this post, take this one. Your first map should fit inside a 200-meter-by-200-meter area. That is roughly the size of one of Fortnite's smaller competitive arenas.

Why this number? Three reasons.

You can build it in a weekend. Two hundred meters is enough room for a real map with a real layout, but small enough that you can fully decorate it without burning out. Bigger maps take weeks.

It performs well. Small maps run fast on every device players use, including the older Switch and mobile builds that tank on bigger maps. Performance matters more than you think for retention.

It plays better. Most fun gameplay happens at close-to-medium range. Sprawling maps end up with players running in circles looking for each other, which is the opposite of fun. Tight maps mean constant action.

If your dream map is bigger than this, do not worry. You can build it. Just not as your first one. Save that idea, do this small one first, and the big one will be a hundred times better when you come back to it because you will know what works.

Pick a mode archetype, not a vibe

The second mistake most first-time creators make is starting with a vibe ("I want it to feel like Squid Game" or "I want it to be Naruto-themed") instead of a mode archetype.

A mode archetype is the underlying shape of the gameplay. There are roughly five archetypes that work well as a first map. Pick one. Themes can come on top later.

1. Free-for-all arena. A small enclosed space, players spawn with weapons, last one alive wins, repeat. Examples: 1v1 build battles, gun games, sword arenas. Easiest to build and easiest for players to understand.

2. Hide and seek (or prop hunt). One team hides, one team seeks, on a map full of hiding spots. Requires a bit more thought about where to hide but no complex systems.

3. Parkour course. A linear obstacle course from start to finish. Players race the clock or each other. The fun comes from movement, not combat. Surprisingly approachable for first-timers because the gameplay is the level itself.

4. Tycoon (small). A "build up an empire" map where players collect resources to upgrade. Be careful here. Tycoons get out of hand fast. Limit yourself to three upgrade tiers and one resource for your first one.

5. Zone wars. A small storm closes around players who are forced to fight in a shrinking circle. Familiar to every Fortnite player and easy to ship.

Pick one of these five. We are not making a horror story map, a simulation map, a sandbox roleplay map, or a 30-player open-world battle royale on the first try. Those things are all possible later. Today's job is to ship.

Pair an archetype with a hook

A hook is the one thing that makes your map different from the thousand others in the same archetype. Hooks do not have to be huge. The best hooks are usually small twists on a familiar idea.

If your archetype is free-for-all arena, your hook could be the weapon set (only crossbows, only fish, only mythics), the layout (one tiny circular room, two stories, a mirror layout), or a rule (instant kill, no shields, infinite ammo).

If your archetype is hide and seek, your hook could be the theme (a haunted school), the props (only Fortnite food items), or a twist (seekers can teleport, hiders have one fake clone).

If your archetype is parkour, your hook could be the visual gimmick (the entire course is upside down), the physics (low gravity), or the goal (collect five floating coins, not just reach the end).

If your archetype is tycoon, your hook is almost always the theme (a pizza shop, a spaceship, a tiny cottage). Pick something visually clear in three words.

If your archetype is zone wars, your hook is the map shape (vertical tower, ice level, all-water level). Players know zone wars; you are competing on flavor.

Write your archetype and hook on a sticky note. Out loud, your map should sound like a sentence: "Free-for-all arena where everyone only has fish weapons in a tiny circular pizzeria." That is a real map. Players can imagine it, you can build it, and Discover knows how to surface it because it slots into a familiar archetype while still feeling unique.

Sketch the map on paper before you open UEFN

This is the unglamorous step that makes the build phase ten times easier. Grab paper. Draw the top-down outline of your 200x200 meter map. Mark:

Where players spawn.

Where the goal or fight happens.

The major walls or obstacles.

For tycoons: where each upgrade station goes.

For parkour: the rough path from start to finish.

Spend twenty minutes on this. The sketch does not need to be pretty. It just needs to commit you to a layout. Without a sketch, you will keep re-arranging things in the editor for a week and never finish.

While you are sketching, time it: how long should one round take? For arenas and zone wars, three to five minutes is right. For parkour, two to four minutes for a skilled player. For hide and seek, four to seven minutes. For tycoons, the first session should feel rewarding within ten minutes, even though the loop can run much longer.

If your sketch implies rounds that last twenty minutes, your first map is too big. Cut something.

Decide on one rule that breaks expectations

Discover loves maps that are recognizable but slightly weird. The "slightly weird" part is what makes someone tell their friend about it. So before you build, write down one unusual rule.

Examples of good unusual rules: "Everyone respawns with full mats." "There are no guns, only melee." "The map rotates 90 degrees every minute." "Friendly fire is on." "There's exactly one mythic somewhere on the map; whoever has it wins ties."

You only need one. Two is fine. Three is a mess. Save the others for your second map.

What you should walk away with today

By the end of this post, you should have, written down somewhere:

A sketch of your map (top-down, on paper, twenty minutes max).

One sentence describing your map ("archetype, in a setting, with a twist").

One unusual rule that makes it memorable.

A target round length you are designing for.

That is your design brief. Tape it next to your computer. When you start building, anything that does not serve those four things gets cut. Discipline is what separates ship from never-ship.

Up next

Part 2: Building the level in UEFN walks you through actually constructing the map you sketched today. You will place spawns, build the layout, and have something playable by the end of the post.

Part 3: Publishing it for real will get your island onto Fortnite Discover with an island code your friends can use, plus a small list of things to track to know if it is working.

While you wait, the glossary and our Day One UEFN walkthrough are great background reading. Both are written for total beginners.

You picked an idea you can actually finish. That puts you ahead of most adults trying the same thing. See you in part two.