Long before GTA V's modding scene, San Andreas built the foundations of how GTA modding worked. We work through that history here.

Foundational reading for the GTA 5 custom maps history.

2005-2006: The PC port and early tooling

GTA San Andreas launched on PC in June 2005. Modding tools followed within months - SAMI, San Andreas Mod Installer, plus a wave of texture and vehicle replacement mods. The IMG file format was reverse-engineered quickly.

Map editing was harder. The .ipl files (item placement) and .ide files (item definition) had to be hand-edited. That worked for placing existing objects in new locations; it didn't support real custom buildings.

2006-2010: SA-MP and total conversions

SA-MP - San Andreas Multiplayer - was the first really successful GTA multiplayer mod. It enabled custom servers with custom rules. Some servers shipped substantial custom locations.

Total conversion projects also flourished - Liberty City Stories Beta on PC, full real-city replacements, GTA Underground later. SA's pipeline was modest but active.

2010-2015: MTA and the modern editor

MTA: SA - Multi Theft Auto - emerged with a more capable scripting framework than SA-MP. Custom maps for MTA ran on top of full Lua scripting. The scene matured.

Map Editor mods improved. Tools like Mod Loader (later Modloader) made it easier to install mods cleanly.

What SA's scene taught us

Tools come first. Multiplayer drives map demand. Total conversions are years of work. RP servers begin emerging in this era. Most of the patterns that would define GTA V's scene started here.

For the GTA V continuation, see the GTA 5 custom maps history.