When I go to load my map it says no worldspawn, and then makes a blank map! Can someone tell me how to find a backup of it or something? I was like 80% done with it! Is there anywhere I can find like back logged autosaves or something? Please help!
HELP PLEASE! It says new_map!
I have the .bsp .bak .map .prt .sf and .tga files too, but when I open the .map is comes up with no worldspawn (AND I KNOW I HAD ONE) and comes with a blank page. Please help!
if u have *.bak files then good. if u have *autosave.map files then also good. check at ur xxxxx\wolfenstein - enemy territotry\etmain\maps directory.
if u only have the *.map file then also i think nothing is lost, open it manually and add a worldspawn entity
// entity 0
{
“classname” “worldspawn”
“mapcoordsmins” “-192asdsad 192sdsfd”
“mapcoordsmaxs” “1216sadsad -121sadsad6”
//brush asdf
//brush asdfdas
}
Do I include asdsad 
And the //brush asdf
//brush asdfdas
?
Also, when i go to open the autosave, or map, r converted bsp file, it comes up with all my textures but nothing in the screen.
oops u posted faster. in that case, check the *.bak with a text editor. if its blank then thats bad. if not then u have ur map.
if blank, decompile the *.bsp. search and u will find how.
is ur map file totally empty? :oops: :evil: :oops: oops…
u must be joking 
? :?: ? :?: ?
u cant open ur bsp with rad…
and did u tried shift+h?
well im confused now, someone else may can help u
edit ok i didnt see “converted”. my fault.
Ok, here’s what I know so far 
When I load my .map or converted.map All that shows is my textures I used in my textures box. In the bottom, it says New_Map. Where do I add the worldspawn Btw?
I’ll check the file with wordpad.
I’ve done this once before when working on my first map. The problem is there is no brush with the classname of worldspawn. You most likely selected the entire map and the changed the class name to something different.
To fix:
Open your map up with a text editor and under entity 0 change the classname to this.
// entity 0
{
“classname” “worldspawn”
Ok, my .bak file has everything in it.
Like at the top it says
//entity 0
{
color blah blah…
Mapcoorrdsmins 500 -500
Mapcoordsmaxs -500 500
angle 360
So…?
Ok I did what ceberus (sorry name :P) said, and added it, and it still comes up with No worldspawn in map
Map_new
lol@ u…
dont include colours in the *.map megalol?
well i made that colours for make clear this: at the very top of your existing but worldspawnless file u add the fist red section.
after it , if u lucky and have ur brushes, will found many many brushes with numbers (//brush 0 et c.), and with a lots of long real numbers within each brush’s section. u have to scroll to the bottom of ur file (if ur file is simple.see notes) and then add a } (the second red section). thus all the brushes between the { and } will belong to the worldspawn entity.
notes. when u have more entities(with or without their own brushes) u of course mustnt include them to the worldspawn.
I did. It now says:
// entity 0
{
“classname” “worldspawn”
“_color” “1.000000 0.000000 0.000000”
“mapcoordsmins” “-500 500”
“mapcoordsmaxs” “500 -500”
“angle” “360”
// Brush 0
{
Blah blah
When I load my planetwolf, it still says no worldspawn New_map
Omg, I was editing my .bak file, I just opened my .map file and worldspawn is missing Omgz 
Let me fix it and see.
close the body of the worldspawn entity with a “}”, after all of your worldspawn brushes. include all brushes but dont include (if u have) the other entities which u may find bottom of the worldspawn brushes.
Ok, now my .map and .bak files both have worldspawn entities, but it still says no worldspawn in map
Map_new
this is a correct map structure.
// entity 0
{
"classname" "worldspawn"
"mapcoordsmins" "-192 192"
"mapcoordsmaxs" "1216 -1216"
// brush 0
{
( 672 64 632 ) ( 672 56 632 ) ( -80 64 632 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 672 152 512 ) ( -80 152 512 ) ( 672 152 -16 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( -80 -752 -24 ) ( -80 -752 504 ) ( 672 -752 -24 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( -80 56 -8 ) ( -80 64 -8 ) ( -80 56 520 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( -80 64 624 ) ( 672 56 624 ) ( 672 64 624 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 1169 -276 -86 ) ( 1169 -280 -86 ) ( 1169 -276 42 ) common/caulk 0 0 0 0.5 0.5 0 0 0
}
// brush 1
{
asdsad
}
sadsads
// brush 171
{
sadsad
}
// brush 172
{
( 354 -270 45 ) ( 335 -270 45 ) ( 354 -270 37 ) aaa_stugiiib/stugiiib -320 140 0 -0.5950000286 0.5799999833 134217728 0 0
( 354 -270 45 ) ( 354 -270 37 ) ( 354 -272 45 ) common/caulk 0 0 0 0.5 0.5 134217728 0 0
( 335 -272 37 ) ( 335 -272 45 ) ( 354 -272 37 ) common/caulk 62 -135 0 0.6299999952 0.6299999952 134217728 0 0
( 335 -272 37 ) ( 335 -270 37 ) ( 335 -272 45 ) common/caulk 0 0 0 0.5 0.5 134217728 0 0
( 338 162 41 ) ( 357 162 43 ) ( 338 34 41 ) common/caulk 0 0 0 0.5 0.5 134217728 0 0
( 354 162 39 ) ( 335 162 38 ) ( 354 34 39 ) aaa_stugiiib/stugiiib 190 380.5 0 -0.5 0.4950000048 134217728 0 0
}
}
// entity 1
{
"classname" "info_player_deathmatch"
"origin" "24 56 24"
}
so in shorter form:
{
worldspawn with its brushes
{
brush 1
}
{
brush 2
}
}
{
other entity 1 (maybe withits sdfdffdsfad)
}
{
other entity 2 (fssadsagf)
}
sdasd
I have thye worldspawn and my entity for info_player_deathmatch is entity 45, but it’s all still there. Just when I try to load the .map on radiant it comes up with No worldspawn New_map.
