MAP (file format)

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The MAP file format is a plain-text file format used by GoldSrc GoldSrc, id Tech 2 id Tech 2, id Tech 3 id Tech 3, and id Tech 2 id Tech 2, which stores entities and level geometry in a format which can be understood by the map compilers (and in the case of id Tech 4, the game itself).

At its core, the format consists of several entities, each of which is optionally capable of storing one or more brushes and (only in id Tech 3id Tech 4) patch meshes.

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Variants

Header text Supported by Information
Quake Quake I (Legacy) Most tools, except Hammer Hammer 4.x The original format.
Quake Quake I (Valve220) All GoldSrc GoldSrc tools, most modern Quake Quake tools, and Hammer Hammer 4.x Variant of the Quake 1 (Legacy) format with additional texture UV precision
Quake II Quake II (Legacy) All Quake II Engine Quake II Engine tools, and most id Tech 3 id Tech 3 tools Variant of Quake 1 (Legacy) format which optionally stores three additional WAL metadata flags
Quake II Quake II (Valve220) J.A.C.K. J.A.C.K., NetRadiant-Custom NetRadiant-Custom, and TrenchBroom TrenchBroom Variant of Quake 2 (Legacy) format with Valve220-style UVs
Quake III Quake III (Axial Projection) All id Tech 3 id Tech 3 tools Variant of Quake 2 (Legacy) format with support for patch meshes ("curves")
Quake III Quake III (Brush Primitives) Most id Tech 3 id Tech 3 tools, except TrenchBroom TrenchBroom Variant of Quake 3 (Axial Projection) format which stores brushes differently
Confirm:As vertices instead of planes?
Quake III Quake III (Valve220) J.A.C.K. J.A.C.K., NetRadiant-Custom NetRadiant-Custom, TrenchBroom TrenchBroom Variant of Quake 3 (Axial Projection) format with Valve220-style UVs. Not yet standard.
Doom 3 Doom 3 (Legacy) All id Tech 4 id Tech 4 tools Variant of Quake 3 (Axial Projection) format which can store patch meshes differently [Elaborate?]
Doom 3 Doom 3 (Valve220) TrenchbroomBFG Variant of Doom 3 (Legacy) format with Valve220-style UVs

Entities

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KeyValues

Brushes

Patch meshes

See also