FH6 EventLab Creator Guide: Build Custom Races & Blueprints
EventLab in FH6 is the most powerful track creator the Forza Horizon series has shipped. It graduated from a checkpoint-placing tool in FH4 to a full-featured level editor in FH6. You can now place 500 individual props per event, script trigger zones with custom rules of play, and build everything from rallycross circuits to gymkhana arenas to full recreations of real-world tracks. This guide covers the entire creation pipeline: starting a new event, placing functional checkpoints, building with props, setting up rules of play, testing, and publishing to the community.
Before building, reference the FH6 map to scout locations for your track. Proximity to roads, elevation changes, and terrain type all affect what is possible.
Getting Started: Creating a New Event
Access EventLab from the pause menu under the Creative Hub tab, or drive to the EventLab marker at the Horizon Festival site. Select "Create New Event" and then choose a starting point. The starting point is a GPS marker you place anywhere on the map. It determines the event's center — players will spawn here, and the 4-square-kilometer buildable area extends in all directions from this point. Choose a starting point on a flat, open surface if you plan to do heavy prop construction. Building on hills forces every prop to adapt to uneven terrain, which causes visible gaps and alignment issues.
After placing the start point, select your event type:
- Circuit Race: closed-loop track, 1-50 laps. The most versatile type for custom racing.
- Point-to-Point: A-to-B race. Finish line must be at least 800 meters from the start.
- Sprint: short point-to-point, 400m minimum. Designed for drag and short-course racing.
- Speed Trap/Zone: single objective event — pass through a gate at speed or maintain average speed.
- Drift Zone: score drifting points.
- Stunt Park/Gymkhana: freestyle arena with obstacles, ramps, and no fixed racing line.
Checkpoint Placement: the Foundation of a Good Track
Checkpoints are the green flare gates that cars must pass through in order. Missing a checkpoint resets you to before it. Placement quality determines whether your track is fun or frustrating.
Spacing: checkpoints should be 80-150 meters apart on straights, 40-80 meters apart in corners. On a corner, place one checkpoint at the entry (showing the correct line), one at the apex, and one at the exit. This triple-checkpoint pattern makes the racing line obvious to players running your track for the first time.
Width: checkpoints default to road-width. For multi-class racing, widen them by 30-50% to allow side-by-side racing. For tight technical sections, narrow them by 20% to force precision. Minimum width: about 1.5 car widths. Below that, AI drivers cannot navigate the checkpoint and will pile up.
Direction indicators: each checkpoint has an arrow that shows the direction traffic flows. Ensure every checkpoint points the correct direction. A single reversed checkpoint makes the track unplayable. Test this by running the track in the built-in test mode, which flags reversed checkpoints with a warning icon.
Elevation: checkpoints auto-snap to the ground. On jumps, manually raise the checkpoint so cars in mid-air are still recorded as passing through. A missed checkpoint mid-jump is the most common EventLab bug — if the car sails over a ground-snapped checkpoint, the game may not register it.
Prop Placement: Turning a Route into a Track
Props are the walls, ramps, decorations, and structural pieces that transform a route through open terrain into a designed race track. FH6 has approximately 350 prop types organized into seven categories.
Prop Budget and Limits
Total prop budget: 500 props per event. Sub-limits apply per category: you cannot spend all 500 on barriers alone. The budget indicator in the top-right corner of the prop menu shows your remaining count. Animated and complex props count more heavily — the stunt ramp with moving platforms counts as 5 props, the loop-the-loop section counts as 3, and the wall-ride section counts as 4. Plan your build around these costs. A typical 2-kilometer circuit race with full barrier walls on both sides uses approximately 150-200 barrier props. That leaves 300+ props for ramps, decorations, and lighting. A highly detailed stunt park can easily hit the 500 limit within a 500-meter area.
Barrier Walls and Track Boundaries
Barrier props define where the track is. FH6 offers concrete barriers, tire walls, metal guardrails, and crowd barriers as buildable props. Concrete barriers are the most versatile — they snap together cleanly, can be stacked two high, and have collision physics that cars interact with predictably. Tire walls are softer — they absorb impacts rather than stopping cars dead, which makes them better for technical sections where players will make mistakes. Metal guardrails are the thinnest option, good for defining boundaries without taking up visual space. Crowd barriers add atmosphere but have inconsistent collision — cars can sometimes clip through at high speed. Use them for visual decoration behind a primary barrier wall, not as the wall itself.
To place a straight line of barriers: place one barrier, hold the "snap" button (RB on controller), and move to the next position. The prop system auto-calculates the angle and aligns the next piece. For curves, place individual barriers and rotate each one manually — the snap system only works for straight lines.
Ramps, Jumps, and Stunt Props
FH6 adds modular ramp pieces: adjustable angle, adjustable width, and adjustable launch trajectory. The angle slider goes from 15 degrees (a gentle rise) to 60 degrees (a near-vertical launch). For racing jumps, 25-35 degrees produces the best balance of distance and control. For stunt park jumps, 40-50 degrees for high-arcing launches. The launch trajectory dot shows exactly where a car traveling at the speed limit will land — use it to place landing ramps at the correct position.
The loop-the-loop prop is new in FH6. It requires a minimum entry speed of 140 mph (225 km/h) to clear. Entry ramps should be long and straight — you need enough distance for A-class and above cars to reach 140 mph. Place checkpoint gates before and after the loop to ensure the game registers the attempt. The wall-ride section similarly requires 100+ mph entry speed and works best when followed by a jump — the momentum carries through visually.
Lighting and Atmosphere Props
Lighting props — floodlights, neon strips, colored spotlights — make the difference between a track that looks like it was built by a player and one that looks designed. Place floodlights at 40-60 meter intervals along straights, angled down at the track surface. Colored spotlights work for themed sections: red for danger zones, blue for water crossings, green for finish areas. The lighting props have adjustable color temperature (2,000K to 8,000K) and brightness (10-100%). For night events, set brightness to 80-100% — anything below 50% is invisible from inside a moving car.
Rules of Play: Scripting Custom Events
The Rules of Play system is EventLab's scripting engine. It is a visual trigger-and-action system: when X happens, do Y. It uses a node graph — conditions on the left, actions on the right. The system supports approximately 120 condition types and 150 action types.
Common Rule Setups
Lap counter and finish trigger: condition: checkpoint pass (final checkpoint) + lap count equals target. Action: end event, display results. This is the basic race completion rule.
Speed-based scoring: condition: player speed > target speed (e.g., 150 mph). Action: add points, play sound effect. This turns any track section into an unmarked speed trap.
Time attack with countdown: condition: timer start. Action: begin countdown (10 seconds), display HUD timer. Condition: timer expires OR checkpoint pass (final). Action: end event, display time.
Eliminator mode: condition: player position = last AND lap count > 1. Action: eliminate player, display message. Each lap, the last-place car is eliminated until one remains. This requires the "Get Player Position" condition node, which reads race order from the game engine.
Weather change on trigger: condition: player enters trigger zone. Action: change weather to rain/snow/clear, display message. Trigger zones are invisible volumes you place anywhere. Players crossing them fires the condition.
Advanced: Chaining Rules
Multiple rules can chain. A trigger zone at the start of a technical section can: (1) change the music intensity, (2) display a driveline guidance message, (3) start a hidden timer for a challenge bonus, and (4) play a sound effect. The actions execute simultaneously when the condition fires. For sequential actions, use multiple rules with different conditions: rule 1 fires on first lap, rule 2 fires on second lap, and so on.
Testing Your Event
Before publishing, test thoroughly. The built-in test drive mode lets you run the track with any car from your garage. Test with three car types: the fastest car you have (to check for checkpoint skipping at high speed), the widest car you have (to check barrier clearances), and a car from the exact class restriction you plan to set. Run three full laps minimum. Check for: missed checkpoints (any flare that does not register as passed), prop collisions that stop the car dead (unintended hard walls), sections where the racing line disappears (checkpoints too far apart), and terrain clipping (any prop that sinks below the ground surface).
Enable AI testing after you have verified the human route. Place eight AI drivers on the track and run a full-lap spectate. If AI cars pile up at any checkpoint, that checkpoint needs adjustment — the AI pathfinding only navigates checkpoints that are placed with clear line-of-sight from the previous one.
Publishing Your Blueprint
From the "My Events" tab, select the event and choose "Share." Fill in: event name (50 characters max — include the track type and style, e.g., "Mountain Rallycross Circuit"), description (500 characters — describe the track, vehicle class, laps, and any special rules), tags (select up to 5: circuit/drag/rallycross/stunt/drift/etc), and photo thumbnail (take a photo of the track from an elevated angle showing a key section).
Once published, your event gets a share code — a 13-digit number other players can enter to find it. Share codes appear in the EventLab browser under "New" first, then migrate to "Trending" if play count and ratings are high within the first 48 hours. To get plays: share the code on the Forza subreddit, the official Forza Discord, and any community forums you participate in. Events with descriptive names, good photos, and at least one unique feature (custom rules, unusual prop layout, themed visual design) perform better than generic "My First Track" publications.
FH6 EventLab FAQ
How do I create a custom race in FH6 EventLab?
Open EventLab from the pause menu or Horizon Festival site. Select "Create New Event," place your starting point on the map, and choose your event type (circuit, point-to-point, sprint, etc). Place checkpoints along your route, add props for barriers and decoration, then test the track before publishing via the "Share Blueprint" option.
What are the prop budget limits in FH6 EventLab?
The total prop budget is 500 props per event, with sub-limits per category. Complex animated props like stunt ramps and loops count as 3-5 props each. The buildable area extends approximately 4 square kilometers around your starting point.
How do I share my FH6 EventLab creation?
After testing, go to "My Events," select your event, and choose "Share." Add a name, description, tags, and photo thumbnail. Your published event gets a 13-digit share code. Share it on the Forza subreddit, Discord, and community forums to get plays. Events with high play counts and ratings in the first 48 hours get surfaced to the Trending page.