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Mapping Getting Started
Q3Rally maps are ordinary Quake III .bsp maps with a few extra entities and surface types. If you've mapped for Quake III before, you'll feel at home right away.
- Q3RallyRadiant – the team's fork of NetRadiant-custom with Q3Rally support built in. Ask on Discord for the current build.
-
NetRadiant-custom works too, together with the Q3Rally gamepack from the repository:
tools/gamepacks/ - q3map2 for compiling (ships with the Radiant builds)
- Copy
tools/gamepacks/games/q3rally.gameinto thegames/folder of your Radiant installation. - Copy the
tools/gamepacks/q3rally.game/folder next to it, into Radiant's install folder. - Start Radiant, choose Q3Rally, and point the engine path to your Q3Rally installation (the folder that contains
baseq3r).
The gamepack has the entity definitions (entities.def / entities.ent), the Q3Rally surface flags, and a build menu with the right compile options.
Always compile the BSP stage with -custinfoparms, otherwise the Q3Rally surface types (asphalt, dirt, snow, ice…) don't end up in the map:
q3map2 -game q3rally -fs_basepath "<Q3Rally folder>" -meta -custinfoparms mymap.map
q3map2 -game q3rally -fs_basepath "<Q3Rally folder>" -vis -saveprt mymap.map
q3map2 -game q3rally -fs_basepath "<Q3Rally folder>" -light -fast -super 2 -filter mymap.mapThe gamepack's build menu already contains these steps. The surface definitions come from baseq3r/scripts/custinfoparms.txt. See Surfaces and Shaders.
For bot support in combat modes, also build an .aas file with bspc as in Quake III. Race bots use their own system, see Bot Navigation.
| File | Purpose |
|---|---|
maps/mymap.bsp |
The compiled map |
maps/mymap.aas |
Bot navigation for combat modes (optional) |
scripts/mymap.arena |
Name, author and supported game modes, see Arena Files |
levelshots/mymap.jpg |
Preview image for the menu |
scripts/*.shader, textures/…
|
Your custom textures and shaders |
intro_routes/mymap_tl*_rev*.route |
Pre-race camera flight (optional), see Intro Camera Routes |
Pack everything into a .pk3 (a renamed ZIP file) with the same folder structure and put it into baseq3r/.
\devmap mymap
loads the map with cheats enabled. Set g_gametype first to test a specific mode. For race tracks, \toggle cg_drawBotPaths shows the bot routes.
- Build the track and give the road surfaces the right surface types.
- Place spawn points (
info_player_start/info_player_deathmatch) on the starting grid, facing the driving direction. - Add a
rally_startfinishbrush across the track. - Add
rally_checkpointbrushes along the track and number them in driving order. - Optionally add
trigger_fuelzones, weather volumes and props. - Place
bot_path_nodeentities so bots can drive the track. - Write the
.arenafile withq3r_racing(and other modes) intype. - Compile with
-custinfoparms, test, record a ghost lap, and create intro routes.
Details: Race Track Entities.
- Spawn points, weapons, ammo and items as in Quake III.
- Mode-specific entities: flags, sigils, the hill, or ball and goals for Autoball 🧪, see Game Mode Entities.
- An
.aasfile for bots. -
.arenafile with the matching modes (q3r_dm,q3r_ctf,q3r_dom,q3r_koth,q3r_autoball…).
Some global settings are keys on the worldspawn entity. See Race Track Entities → Worldspawn keys.
🏁 Players
- Installation
- Controls
- Game Modes
- Autoball 🧪
- Vehicles
- Weapons and Powerups
- Maps
- Ghosts and Ghost Race
- Ladder for Players
- Client Settings
- Troubleshooting
🖥️ Server Admins
🛠️ Mappers & Modders