Minecraft to Dungeons II with MaptoMCD2_Compiler
Back up your saves before installing or entering a custom map. A damaged save may not be recoverable.
OFFLINE MODE ONLY. Do not use these maps online or in multiplayer. Close Dungeons II before installing, replacing or removing mods.
Build in Minecraft Java, save the world, then use the compiler to build and install it. You do not need to edit JSON, export textures manually or run individual build scripts.
1. Download the Compiler
- In File Explorer, create a folder named
MCD2_Modding, then create aToolsfolder inside it. - Download MaptoMCD2_Compiler-v1.3.zip and save it in
MCD2_Modding\Tools. - Right-click the ZIP, choose Extract All, and extract into
MCD2_Modding\Tools. Open the extractedMaptoMCD2_Compilerfolder containingMaptoMCD2_Compiler.bat.
The compiler creates its own Maps folder. Do not copy scripts into your Minecraft world.
2. Set Up the Tools Once
Click Set Up Now. The compiler can download its pinned build tools; you supply the game, Unreal Engine, AES key and Blueprint Loader.
| Tool | What to install or select |
|---|---|
| Python 3.12 | The launcher downloads a verified local copy if needed. |
| Dungeons-II-Mod-Kit | Download / Repair Tools retrieves the pinned kit, including repak and retoc. |
| UAssetGUI experimental | Download / Repair Tools retrieves a UE 5.6-compatible build. |
| Unreal Engine 5.6.1 | Install through Epic Games Launcher. Select UE_5.6\Engine\Binaries\Win64\UnrealEditor-Cmd.exe inside your engine installation, not UnrealEditor.exe. |
| NeoRune and SDK | Download / Repair Tools retrieves the pinned build tools and SDK. |
| .NET 10 SDK | Download / Repair Tools retrieves the pinned SDK; the runtime alone is not enough. |
| Dungeons II game files | Select your game's Dungeons\Content\Paks folder. It contains Dungeons-WinGDK.pak, .utoc and .ucas. |
| Blueprint Loader | Install it following its instructions into the game's Paks\~mods. Keep it installed alongside your compiled map. |
- Double-click
MaptoMCD2_Compiler.bat. - Click Set Up Now, then Download / Repair Tools for any missing build tools. Use Advanced Setup to change paths later.
- Enter your own game AES key matching your installed version. No key or game textures are included in this download. The key is encrypted and remembered for your Windows account until you update it.
- Finish setup and click Check Setup. Fix any reported missing item before building.
The compiler installs its Python dependencies on the first build, extracts the atlas automatically, and manages its temporary folder.
3. Create a Void World
- Open Minecraft Java Edition → Singleplayer → Create New World. Name the world
Map_01. - Set Creative, Peaceful, and Allow Commands/Cheats: ON.
- Open the World tab. Set World Type: Superflat, then click Customize → Presets.
- Select The Void → Use Preset → Done. Leave bonus chest and generated structures off, then click Create New World.
The stone starter platform is normal. Build on it, or remove it after placing your own floor. Auto-detect includes every saved block, including that platform. A normal Superflat world with an endless floor is not suitable for Auto-detect.
4. Build Your Map
- Build your floor, walls and paths in the void world. You can build on the starter platform or replace it with your own floor.
- Remove any spare blocks or unused parts of the starter platform that you do not want in the finished map.
- Leave a clear walking area and three blocks of headroom above the floor where the player will arrive.
The compiler detects your map's position and size automatically. You do not need to enter coordinates or build an exact 8×8 map.
5. Mark the Arrival and Return Door
- Run
/give @s minecraft:player_head. Place one player head on the floor where you want to arrive. Face the head in your desired arrival direction. - Run
/give @s minecraft:structure_block. Place a structure block on the floor where the return door should stand. Leave at least two blocks of clear opening. - Open the structure block. Switch its mode to LOAD. Enter
exit_doorin Structure Name. - Choose 0, 90, 180 or 270 for its rotation, then click Done. Do not click LOAD.
- Use only one player head and one exit_door marker in the selected area. Press Esc → Save and Quit to Title.
These are compiler markers, not Minecraft structures to load. The minecraft: prefix is fine. Prop markers can use Relative Position as an offset; Mirror and Include Entities are ignored. Markers disappear from the finished terrain.
The builder adds the entrance in Haven automatically. You only place the return-door marker in Minecraft.
6. Select the World and Build
- Click Check Setup and resolve any missing items in Set Up Now before continuing.
- In the compiler, click Browse... beside Minecraft World.
- To find Java saves, open File Explorer, enter
%APPDATA%\.minecraft\savesin its address bar and press Enter. Select the individual world folder, such asMap_01, containinglevel.dat. For a custom launcher, use that launcher's saves folder instead. - Open Map Settings and enter a Banner / Build Name, for example
MyMap. The internal map slot stays fixed asCustom Map. - Choose Level Theme in Map Settings. It selects terrain textures and the native area family, not a complete scenery or lighting setup.
- Select Auto-detect (Void World). The compiler finds the size and position from your saved blocks.
- Click Build Map. Confirm you saved and quit Minecraft, then check the detected bounds and marker counts before continuing.
- If unsupported blocks are listed, choose Continue to replace them with stone, or Cancel to fix the world. Your Minecraft save is not changed.
- Wait for Build completed. Do not install files from a failed or unfinished build.
Completed builds are saved under MaptoMCD2_Compiler\Maps\MyMap\Release_.... Click Open Build Folder to find the output. There is no need to edit settings.json or run commands in PowerShell.
7. Install and Enter the Map
- Close Dungeons II completely.
- Click Open Mods Folder. Check that Blueprint Loader is present.
- Keep only one compiler map installed. Move older map folders outside
Paks; leave Blueprint Loader and unrelated mods alone. - Click Install Last Build. The installer backs up replaced files and verifies the new copies.
- Start Dungeons II offline, load normally into Haven, then use the added entrance platform. Use the return door to go back to Haven.
The installed folder is always Paks\~mods\Custom Map and contains 12 files:
Custom Map_Terrain_P.pak / .ucas / .utoc
Custom Map_ChestSupport_P.pak / .ucas / .utoc
Custom Map_Doors_P.pak / .ucas / .utoc
Custom Map_NativeTile_P.pak / .ucas / .utoc
Keep all 12 files together. Blueprint Loader is needed to play; NeoRune, Unreal and the other build tools are only needed to compile.
Optional: Add a Chest
- Place another structure block directly on a solid floor. Switch to LOAD and enter
wooden_chestorfancy_chestin Structure Name. - Choose its rotation and click Done, not LOAD. Save and quit Minecraft, rebuild, then reinstall with the game closed.
Click Chest Names & Rotation in the builder for the full list:
wooden_chest
fancy_chest
wellspring_chest
deep_dark_chest
fancy_chest_procedural
wellspring_chest_procedural
camp_wooden_chest
storminator_chest
storminator_chest_final
Chest pools request a melee/ranged weapon drop. The override also affects those chest types elsewhere while the mod is installed. Native item filters still apply. Additional mission-specific chest types remain unverified in-game.
Optional: Add Mobs
Place a structure block on a solid floor, switch it to LOAD, and set Structure Name to the mob name followed by _N, where N is the number to spawn, for example zombie_3. Click Done, not LOAD, then save the world and rebuild.
Optional: Add an Ambush
Use matching _aN names for each encounter. For a walk-in two-wave ambush, place these structure blocks on solid floor:
ambush_a1 SAVE mode: set its selection box around the trigger area
zombie_3_a1_w1 request three Zombies in wave 1
spider_2_a1_w2 request two Spiders in wave 2
ambush_wall_4_a1 optional wall, four blocks long
Walk into the SAVE box to start A1. Give it a Structure Size of 1 to 48 blocks on each axis, include the player's height, and leave rotation at NONE. The box is a trigger, not a visible wall. To check its position in-game, enable Show ambush bounds (debug) in the compiler and rebuild; turn it off for the finished map.
For a button-triggered ambush, use ambush_a1 in LOAD mode with prop_button_a1, prop_lever_a1 or prop_pressure_plate_a1. A LOAD-mode ambush without a matching control is a build error. In SAVE mode, adding a matching control lets either the area or the control start it.
Wave names end in _w1, _w2, and so on, without gaps. Use enabled mob names from entities.csv; there is no default enemy. The first wave begins after the ambush announcement. The next begins when no enemies from the current wave remain. A requested count can be reduced if there are too few clear nearby floor cells. For a second independent ambush, use ambush_a2 and change every matching mob, wall and control suffix to _a2.
Walls are optional. ambush_wall_4_a1 begins at its marker and extends four blocks to the right according to the structure block's rotation. Several markers can enclose an area; walls lower when the final wave ends. A matching chest such as fancy_chest_a1 can appear on completion, and a matching interactable such as prop_gate_a1 can change state then. Keep Mobs enabled, plus Props for controls or linked interactables and Chests for reward chests. Save and quit Minecraft before rebuilding.
Optional: Link Doors Within Your Map
Place one structure block in LOAD mode on solid floor for each door. Name it door_ID_DESTINATION: the first number identifies this door, and the second is the ID of the door it sends the player to.
door_1_2 door 1 sends the player to door 2
door_2_1 door 2 sends the player back to door 1
door_3_2 door 3 sends the player to door 2; nothing has to lead to 3
door_camp_door_5_2 door 5 looks like a camp door and sends to door 2
Each first ID must be unique, and every destination ID must exist. Links are one-way unless you add a return link. door_N_N uses the same door appearance as exit_door; do not write door_door_N_N. For another appearance, use door_TYPE_ID_DESTINATION. Supported types are gate, camp_door, fortified_gate, large_barred_gate, small_barred_gate, illager_gate, outpost_gate, secret_door_stone and secret_door_bookshelf. A standalone prop_camp_door is just a prop and does not teleport.
Rotate each door marker toward a clear landing floor one block in front of it, with two blocks of headroom. Click Done, not LOAD, then save and quit Minecraft and rebuild. exit_door remains the separate return to Haven; it is not an internal-door destination.
Optional: Add Props and Interactables
Browse the visual prop catalogue to search by name or category, inspect previews and copy a structure-block marker. Newly discovered assets now have compiler markers, but 1,459 are untested in-game; try them one at a time with a disposable offline save.
Open entities.csv beside MaptoMCD2_Compiler.bat in a spreadsheet app. Filter the type column to prop and look for rows with enabled set to TRUE. The name column gives the marker to use, such as prop_barrel, prop_button or prop_gate. The ZIP also includes PROP_GUIDE.txt and PROP_LINKS_GUIDE.txt for the full list and linking details.
- Place a structure block on a solid floor where the prop should go. Switch it to LOAD, enter the name from
entities.csvin Structure Name, choose its rotation and click Done, not LOAD. - For a button, lever or pressure plate to operate a gate or another target, give both marker names the same action suffix. For example, place
prop_button_a1andprop_gate_a1. Use_a2for a separate pair. The suffix links them; numbers such as_1alone do not. - Save and quit Minecraft, then rebuild and reinstall the map with Dungeons II closed. If you edit
entities.csv, keep it as a UTF-8 CSV, close the spreadsheet and restart the compiler before rebuilding.
Props listed in the CSV can be placed, but not every interactable or linked target has been verified in-game. Test each one before using it in a finished level. A static prop does not gain interactive behaviour just because it shares an action suffix.
Fix a Problem or Remove the Map
| Problem | What to do |
|---|---|
| Invalid marker | Check the spelling: fancy_chest, not facny_chest or fancychest. Click Done, Save and Quit, then rebuild. |
| Map is too large | Remove unwanted blocks and unused starter-platform blocks, or make the build smaller. Auto-detect includes every saved block. Limits: 256 blocks per axis, 1,048,576 selected cells, 100,000 non-air blocks. |
| Marker has no floor / arrival is blocked | Place it directly on a solid floor. Leave three blocks of headroom for the player, two for the door, and one for a chest. |
| No Haven entrance | Check Blueprint Loader, all 12 map files and duplicate old maps. Fully restart the game after installation. |
| No chest / old behaviour | Use the current compiler download, rebuild, close the game and reinstall the complete build. Do not mix files from different builds. |
| Build stopped | Click Open Build Folder and read compiler.log. Keep the failed build folder when reporting the error; do not share your AES key or personal settings. |
| Uninstall | Close the game. Click Open Mods Folder and move the Custom Map folder outside Paks. Keep Blueprint Loader if other mods need it. |