Merge Maps
merge_mapsMerge 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.
When to Use
Use this tool when you need to 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.. 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:
xpay_details— Get full input schema:xpay_details("quakelive/merge_maps")xpay_run— Execute:xpay_run("quakelive/merge_maps", { ...inputs })
Input Parameters
| Parameter | Type | Required | Description |
|---|---|---|---|
maps | array | Yes | 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 | string,null | No | Output .bsp file path. Relative paths resolve against DEMO_PATH. Auto-generated if omitted. |
Pricing
- Cost: $0.02/call
- Balance check: Use
xpay_balanceto 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/merge-maps/
- Provider: https://xpay.tools/quakelive/
- All tools: https://xpay.tools/explore
How to Execute
Input Parameters
| Parameter | Type | Required | Description |
|---|---|---|---|
maps | array | Yes | 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 | stringnull | No | Output .bsp file path. Relative paths resolve against DEMO_PATH. Auto-generated if omitted. |
Install Skill
Pricing
Cost
$0.02/call
Model
Flat rate
Provider
Mcps

