Merge Maps
merge_mapsMerge two or more BSP maps into a single BSP file by combining their geometry, entities, and shaders.
How it works ↓Pricing
Per call
$0.02
Model
time-based
Pay only for what you use. No subscriptions.
Inputs
maps *
arrayoutput_path
stringnullInput Parameters
Cost per run
Execution cost$0.02
About Merge Maps
Merge two or more BSP maps into a single BSP file by combining their geometry, entities, and shaders. Each map can be translated (offset) in 3D space before merging so that rooms don't overlap. Use this to: • Combine two existing maps side-by-side (e.g. campgrounds + aerowalk) • Stack maps vertically for multi-level play • Create hybrid maps by mixing parts of different levels The first map in the list is the 'base' — its worldspawn settings (sky, gravity, music) take priority. All entities from every map are preserved. Shaders are deduplicated by name. The output BSP uses a simple all-visible PVS (no real cluster culling), which is fine for demo playback but means every surface is always rendered. Translate tip: to place map B 2000 units to the right of map A, set translate=[2000,0,0] for map B. Use get_bsp_info to find the bounding box of each map so you can compute non-overlapping placements.
Frequently Asked Questions
Merge two or more BSP maps into a single BSP file by combining their geometry, entities, and shaders. Each map can be translated (offset) in 3D space before merging so that rooms don't overlap. Use this to: • Combine two existing maps side-by-side (e.g. campgrounds + aerowalk) • Stack maps vertically for multi-level play • Create hybrid maps by mixing parts of different levels The first map in the list is the 'base' — its worldspawn settings (sky, gravity, music) take priority. All entities from every map are preserved. Shaders are deduplicated by name. The output BSP uses a simple all-visible PVS (no real cluster culling), which is fine for demo playback but means every surface is always rendered. Translate tip: to place map B 2000 units to the right of map A, set translate=[2000,0,0] for map B. Use get_bsp_info to find the bounding box of each map so you can compute non-overlapping placements.
Merge Maps 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 merge_maps 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/merge_maps.)
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 Merge Maps immediately. Billing flows through your xpay balance.
Merge Maps accepts 2 input parameters: maps, output_path. See the input schema and runnable form on this page for details and to test live.

