Maps are distributed in the form of a .pk3 file which is nothing more than a renamed .zip file. Whenever you are going to release your map to the public, you will have to assemble all of the required files into a file called mapname-beta.pk3 (see the
Beta Testing & Distribution page).
The proper way to make a .pk3 is to make 8 folders on your desktop (or in any convenient directory) to hold the map's files. They should be named: env, levelshots, mapdocs, maps, models, scripts, sound, textures. It's possible that you may have more or less than 8 folders.
- env should contain the 6 images that make up your skybox.
- levelshots should contain 2 images called mapname.tga (or .jpg) and film-mapname.tga. See the Making the Levelshot page for instructions on generating these files.
- mapdocs should contain your read-me file, named mapname.txt.
- maps should contain 1 or 2 files called mapname.bsp and mapname.aas (optional).
- models should contain all of the mapobject skins that you have used in your map. Do not include any skins or textures from Q3:A; the players will already have these. Only include the .md3 files if the object is being used as the model2 key for a moving entity. Make sure all of the file paths are correct. Make sure you don't rename any mapobject skins or paths because these need to be established by the mapobject author.
- scripts should contain a file called mapname.shader, a file called mapname.arena, and any .shader files required by any mapobjects you're using. See the Arena Files & Gametypes page for making the arena file. If you include a .shader file for a mapobject, do not alter it in any way.
- sound should contain any sounds you're using in your map. Use the same paths for the sounds as you used when adding them to your map. Never use level music because it takes up too much space. Please note this directory is called "sound", not "sounds".
- textures should be set up very much like the sound folder. Do not include any Q3:A textures. Include every other custom or third-party texture even if it appears in another Reaction map.
This is really a simple procedure because all of these files exist in your Quake 3 directory with the proper paths. We suggest doing it this way, on your desktop, so that you don't include unnecessary files. There will likely be many files in your mapping directory that you will not need to add to the .pk3.
Once you have all 8 folders ready, open WinZip (or any similar program) and add all 8 folders to a new file. Use max compression. Make sure it maintains paths and directories. Close the archive and change the file extension from .zip to .pk3. Test it out on a clean installation of Q3:A and Reaction. No other maps or extra .pk3's should be in your testing folder in order to make sure you haven't left any files out. Check out the released Reaction maps to see the proper format.
Alternatively, you could try using a Radiant plug-in called PK3Man which is supposed to automate this process. Your mileage may vary.