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Tool Skill
M

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

$0.02/call
Flat rate
Mcps
Raw SKILL.mdTool Page

When to Use

Use this tool when you need to 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. This is part of the Mcps provider on xpay✦.

MCP Connection

Connect to xpay✦ to access this tool (and 87+ others):

{
  "mcpServers": {
    "xpay": {
      "url": "https://mcp.xpay.sh/mcp?key=YOUR_API_KEY"
    }
  }
}

For Claude Code:

claude mcp add --transport http xpay "https://mcp.xpay.sh/mcp?key=YOUR_API_KEY"

How to Execute

Use the xpay✦ meta-tools to run this tool:

  1. xpay_details — Get full input schema: xpay_details("quakelive/generate_map")
  2. xpay_run — Execute: xpay_run("quakelive/generate_map", { ...inputs })

Input Parameters

ParameterTypeRequiredDescription
output_pathstring,nullNoOutput .bsp file path. Relative paths resolve against DEMO_PATH. Auto-generated from the map name if omitted.
specobjectYesJSON 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]}]}

Pricing

  • Cost: $0.02/call
  • Balance check: Use xpay_balance to check remaining credits
  • Get your API key at xpay.tools — $5 free credits included

Related Skills

  • Mcps (all tools) — 88 tools
  • Add Player — $0.00/call
  • Add Raw Snapshot — $0.00/call
  • Add Server Command — $0.00/call
  • Analyze Demo — $0.02/call
  • Award Medal — $0.02/call

Links

  • Tool page: https://xpay.tools/quakelive/generate-map/
  • Provider: https://xpay.tools/quakelive/
  • All tools: https://xpay.tools/explore
How to Execute
// 1. Get full schema
xpay_details("quakelive/generate_map")
// 2. Execute
xpay_run("quakelive/generate_map", { ...inputs })
Input Parameters
ParameterTypeRequiredDescription

output_path

stringnullNo

Output .bsp file path. Relative paths resolve against DEMO_PATH. Auto-generated from the map name if omitted.

spec

object
Yes

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]}]}

Related Tools from Mcps
Add Player — $0.00Add Raw Snapshot — $0.00Add Server Command — $0.00Analyze Demo — $0.02Award Medal — $0.02Check Pvs — $0.02Classify Player Roles — $0.02Close Demo — $0.02
Install Skill
Claude Code
claude /install-skill https://xpay.tools/skills/quakelive/generate-map/SKILL.md
CLI
npx @xpaysh/cli install quakelive/generate-map
Manual
curl -o SKILL.md https://xpay.tools/skills/quakelive/generate-map/SKILL.md
Pricing

Cost

$0.02/call

Model

Flat rate

Provider

Mcps

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