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Mcps
Mcps
Tool

Merge Maps

merge_maps

Merge 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 *

array

output_path

stringnull
Try It
API
MCP Config
Input Parameters
maps *
List of maps to merge. First entry is the base map; subsequent maps are translated by their 'translate' vector before merging. All entities from every map are preserved. Shader names are deduplicated. Use 'translate' to offset maps so they don't overlap — e.g. offset map B by [2000, 0, 0] to place it 2000 units to the right of map A.
output_path
Output .bsp file path. Relative paths resolve against DEMO_PATH. Auto-generated if omitted.
Cost per run
Execution cost
$0.02
Deducted from your xPay allowance
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.

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Merge Maps by Quakelive

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