Mapping for Dusk a6 While the mod will undergo some changes in future versions this is the current set up for maps. Load up sdk with dusk selected in the drop down box. You won't be able to devmap in the sdk etqw however since it loads it's own game dll. I think it would be a matter of getting a map to a point where it can be loaded normally anyway, and just running a copy of etqw/dusk to test after compile. =Map Entities and key/values= For the bots you need an even spread of roam bot_actions entities, using: "stroggGoal" "0" Use the console command bot_drawactions 1 and have a looksee at how I'm slapping them down in the stock maps. You need an escape_area entity, should be able to set size via a brush->entity, set: "start_active" "1" "name" "escape_area" And add: "script_escape_area" "escape_area" to worldspawn. The actual vehicle entity. spawn_vehicle_bumblebee_objective or spawn_vehicle_trojan_objective The item spawns points are spawn_item entities, use g_showentityspawnspots 1 and then load a stock map to see how I've put those. They'll need to be at least clear enough of geometry for a long weapon model to fit vertically. Anyway, for a standard sized map you need a minimum of about 150 of those :o and better around 300 to get variety each match, so it's a bit of grunt work. You need: "pickup_assaultrifle" "5" "pickup_assaultrifle_grenade" "5" "pickup_assaultrifle_scoped" "5" "pickup_shotgun" "5" "pickup_sniperrifle" "5" "pickup_pistol_akimbo" "5" "pickup_machinepistol" "5" "pickup_machinepistol_silenced" "5" "pickup_law" "3" "pickup_gpmg" "3" "pickup_healthpack" "20" "pickup_fuelcell" "15" "pickup_repairpack" "20" "pickup_ammopack" "20" "pickup_grenade" "15" "pickup_mines" "15" In worldspawn. Values are for a normal sized map, that's where the number of spawn_items you need comes from, ie sum of those at absolute minimum, 2 x is better. Side Note: Those also happen to be the names of the actual pickup entities, so you can spawn what you want for testing. info_objective entities: info_objective_repair_vehicle info_objective_escape_area =Map object scripting= See map_example.script