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RTCW/ Q3/ SOF2/ JK2/ MoHAA/: custom maps
How to install custom maps on you Martnet game server.

Q3 engine games:

Installing Custom Maps

Sure, the maps that come out of the box are great, and can keep players coming back from ages, but a new map now and then gives you more of an opportunity to play these games to their fullest. Also, it breaks the monotony of knowing every fox-hole and passage in some of the more popular maps.


1. Download the new map.

  • Check the links section for sites that have a good file listing, and you'll find all kinds of fun custom maps available. Most maps come in a zip archive, so you'll need a decent unzip program to unpack them.

2. Install on your PC per the map's instructions.

  • The zip file should contain a readme with the instructions on what to do with the files. Most maps only have one file, ending in .bsp which it will tell you to install in your /main or /base directory depending on which game you're playing.

3. Upload the files to the appropriate directory on your server.

  • You've probably already noticed that the directory layout and filesystem on the server is the same as the game's directory on your PC. Simply upload the map files to the appropriate directories, and make sure that your FTP program uploads them as BINARIES.

4. Update your rotate.cfg file.

  • Depending on how you have your rotate.cfg set up, you'll see that each map has it's own entry in the rotation, like this:

set m_rotate1 "map mp_assault ; set nextmap vstr m_rotate1_2"
set m_rotate1_2 "map mp_base ; set nextmap vstr m_rotate1_3"
set m_rotate1_3 "map mp_beach ; set nextmap vstr m_rotate1_4"
set m_rotate1_4 "map mp_castle ; set nextmap vstr m_rotate1_5"
set m_rotate1_5 "map mp_depot ; set nextmap vstr m_rotate1_6"

This Rotate cfg is from RTCW, but the same system applies to all of them.

Using the name of the new map (before the .bsp), make a new entry, like this. For example, below is a portion of a rotate.cfg with the imaginary map file mp_martnet.bsp

set m_rotate1 "map mp_assault ; set nextmap vstr m_rotate1_2"
set m_rotate1_2 "map mp_base ; set nextmap vstr m_rotate1_3"
set m_rotate1_3 "map mp_beach ; set nextmap vstr m_rotate1_4"
set m_rotate1_4 "map mp_castle ; set nextmap vstr m_rotate1_5"
set m_rotate1_5 "map mp_depot ; set nextmap vstr m_rotate1_6"
set m_rotate 1_6 "map mp_martnet ; set nextmap vstr m_rotate 1_7"



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