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Mcps
Mcps
Tool

Generate Map

generate_map

Generate a playable Quake III / QuakeLive BSP map file from a high-level JSON specification.

How it works ↓

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
About 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

Frequently Asked Questions

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

Generate Map costs $0.02 per call on xpay. No subscription, no minimums. Pay only for the calls you make. New accounts get $5 in free credits.

Connect the Mcps MCP endpoint to your client — Claude Code: claude mcp add --transport http quakelive "https://quakelive.mcp.xpay.sh/mcp?key=YOUR_XPAY_KEY"; Cursor/Windsurf/Cline/VS Code: same URL in mcp.json. The agent will see generate_map as a callable tool with the input schema and run it directly. (Unified across all providers: https://mcp.xpay.sh/mcp?key=YOUR_XPAY_KEY, then xpay_run with toolPath quakelive/generate_map.)

Yes — that's exactly what xpay is for. You don't need a Mcps account or API key. Sign up at xpay.tools (Google or email), get $5 free credit, and run Generate Map immediately. Billing flows through your xpay balance.

Generate Map accepts 2 input parameters: output_path, spec. See the input schema and runnable form on this page for details and to test live.

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