Generate Map
generate_mapGenerate a playable Quake III / QuakeLive BSP map file from a high-level JSON specification. The spec describes rectangular rooms, optional corridors connecting them, and game entities (spawn points, weapons, pickups). The output is a valid IBSP v47 binary that wolfcamql can load for demo playback. The spec JSON has these top-level fields (all optional except rooms): • name: map display name • sky: sky shader, e.g. "textures/skies/qlsky" • gravity: integer (default 800) • ambient: float 0.0–1.0 (default 0.15) • rooms: array of room objects (see below) • corridors: array of corridor objects • items: array of entity objects Room object fields: • id: string (required for corridor references) • mins + maxs: [x,y,z] absolute corners, OR • position [x,y,z] + size [w,d,h]: centre + dimensions (default size 512×512×256) • floor_texture, wall_texture, ceil_texture: shader names (optional) Corridor object fields: • from, to: room IDs to connect • width: corridor opening width (default 128) • height: corridor opening height (default: min room height) Item object fields: • classname: e.g. "info_player_deathmatch", "weapon_rocketlauncher" • origin: [x, y, z] • angle: yaw in degrees • any extra Q3 entity key-value pairs Common classnames: info_player_deathmatch, info_player_start, weapon_rocketlauncher, weapon_railgun, weapon_shotgun, weapon_lightning, weapon_plasma, item_health, item_health_large, item_armor_body, item_quad, item_haste, item_regen, item_flight, team_CTF_redspawn, team_CTF_bluespawn, team_CTF_redflag, team_CTF_blueflag
Pricing
Per call
$0.02
Model
time-based
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Inputs
output_path
stringnullspec *
object
