xpay tools logo
  • Tools
  • Collections
  • Skills
  • Docs
  • xpay.sh
  1. Home
  2. ›
  3. Mcps
  4. ›
  5. Generate Map

Mcps
Mcps
Tool

Generate Map

generate_map

Generate 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


Pay only for what you use. No subscriptions.
Inputs

output_path

stringnull

spec *

object
Try It
API
MCP Config
Input Parameters
output_path
Output .bsp file path. Relative paths resolve against DEMO_PATH. Auto-generated from the map name if omitted.
spec *
JSON object describing the map. Fields: name (string), sky (string, shader name), gravity (int, default 800), ambient (float 0–1, default 0.15), music (string, optional), rooms (array of room objects), corridors (array of corridor objects), items (array of entity objects). Room fields: id (string), mins [x,y,z] OR position [x,y,z] + size [w,d,h], floor_texture, wall_texture, ceil_texture (all optional strings). Corridor fields: from (room id), to (room id), width (float), height (float), floor_texture, wall_texture, ceil_texture. Item fields: classname (string, e.g. 'weapon_rocketlauncher', 'info_player_deathmatch'), origin [x,y,z], angle (float, yaw degrees), plus any extra Q3 entity keys. Example: {"rooms":[{"id":"main","position":[0,0,0],"size":[512,512,256]}], "items":[{"classname":"info_player_deathmatch","origin":[0,0,32]}]}
Cost per run
Execution cost
$0.02
Deducted from your xPay allowance
xpay tools logo

Marketplace for AI Capabilities. Run agents, tools & prompts with pay-per-use micropayments.

or ask your AI app
Popular Tools
FirecrawlTavilyExaHunterPerplexityRecraftIdeogramFlux
Collections
AI Image & MediaContent & ResearchDev ToolsFinanceLead GenWeb ScrapingCompetitive Intel
Developers
DocumentationAPI ReferenceQuickstartSDKsSkillsskill.mdllms.txt
Resources
The Agentic EconomyAgentic CommerceAgent Frameworksx402 ProtocolBlog
Company
About xpayxpay.shGitHubDiscordTwitter / X

© 2026 Agentically Inc. All rights reserved.
Privacy PolicyTerms of Service