MAP (file format)
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The MAP file format is a plain-text file format used by GoldSrc,
id Tech 2,
id Tech 3, and
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 ) patch meshes.
Variants
Header text | Supported by | Information |
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Most tools, except ![]() |
The original format. |
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All ![]() ![]() ![]() |
Variant of the Quake 1 (Legacy) format with additional texture UV precision |
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All ![]() ![]() |
Variant of Quake 1 (Legacy) format which optionally stores three additional WAL metadata flags |
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Variant of Quake 2 (Legacy) format with Valve220-style UVs |
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All ![]() |
Variant of Quake 2 (Legacy) format with support for patch meshes ("curves") |
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Most ![]() ![]() |
Variant of Quake 3 (Axial Projection) format which stores brushes differently ![]() |
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Variant of Quake 3 (Axial Projection) format with Valve220-style UVs. Not yet standard. |
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All ![]() |
Variant of Quake 3 (Axial Projection) format which can store patch meshes differently [Elaborate?] |
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TrenchbroomBFG | Variant of Doom 3 (Legacy) format with Valve220-style UVs |
Entities
KeyValues
Brushes
Patch meshes
See also
- VERC/MAP file format - casual explanation of the Quake 1 Valve220 MAP format
- VMF
- RMF