Can sum1 plz direct me to a topic which explains how to make hills/mountains or can sum1 just teach me how to do em 
Hills/mountains
You could use Easygen (use google to find a download link), FATE or make your own brushes (see this and this tutorial).
Here are some Links to Easygen and Fate:
http://www.new-etmaps.de/modules.php?name=Prefabs
This is terrain generator, you can find it here
http://nemesis.thewavelength.net/index.php?p=8

use it to create your terrain then export a heightmap.
import the heightmap into easygen and paint on your textures.

export your map file including skybox and a pcx file(Alphamap) from easygen and load up into GTKRadiant. In easygen you may have to increase the height.
You will need a shader file. which easy gen exports but you will have to edit it. place it in your scripts directory. then open up shaderlist.txt and place the name of your shader in there minus the shader suffix.
your shader could look like this …
textures/snow2x/terrain_0
{
surfaceparm snowsteps
q3map_nonplanar
q3map_shadeangle 90
q3map_lightmapsize 1024 1024
{
map textures/snow_sd/snow_var01_big.tga
rgbGen identity
tcmod scale 0.080 0.080
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbgen identity
}
}
textures/snow2x/terrain_1
{
surfaceparm snowsteps
surfaceparm landmine
q3map_nonplanar
q3map_shadeangle 90
q3map_lightmapsize 1024 1024
{
map textures/snow_sd/snow_var02.tga
rgbGen identity
tcmod scale 0.080 0.080
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbgen identity
}
}
textures/snow2x/terrain_2
{
surfaceparm snowsteps
surfaceparm landmine
q3map_nonplanar
q3map_shadeangle 90
q3map_lightmapsize 1024 1024
{
map textures/snow_sd/bigrock_rounded_faint.tga
rgbGen identity
tcmod scale 0.080 0.080
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbgen identity
}
}
textures/snow2x/terrain_3
{
surfaceparm snowsteps
surfaceparm landmine
q3map_nonplanar
q3map_shadeangle 90
q3map_lightmapsize 1024 1024
{
map textures/snow_sd/snow_var01_big.tga
rgbGen identity
tcmod scale 0.11 0.11
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbgen identity
}
}
textures/snow2x/terrain_0to1
{
surfaceparm snowsteps
surfaceparm landmine
q3map_nonplanar
q3map_shadeangle 90
q3map_lightmapsize 1024 1024
{
map textures/snow_sd/snow_var01_big.tga
rgbGen identity
tcmod scale 0.080 0.080
}
{
map textures/snow_sd/snow_var02.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen identity
alphaGen vertex
tcmod scale 0.080 0.080
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbgen identity
}
}
textures/snow2x/terrain_0to2
{
surfaceparm snowsteps
surfaceparm landmine
q3map_nonplanar
q3map_shadeangle 90
q3map_lightmapsize 1024 1024
{
map textures/snow_sd/snow_var01_big.tga
rgbGen identity
tcmod scale 0.080 0.080
}
{
map textures/snow_sd/bigrock_rounded_faint.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbgen identity
tcmod scale 0.080 0.080
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbgen identity
}
}
textures/snow2x/terrain_0to3
{
surfaceparm snowsteps
surfaceparm landmine
q3map_nonplanar
q3map_shadeangle 90
q3map_lightmapsize 1024 1024
{
map textures/snow_sd/snow_var01_big.tga
rgbGen identity
tcmod scale 0.080 0.080
}
{
map textures/snow_sd/snow_var01_big.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen identity
tcmod scale 0.1 0.1
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbgen identity
}
}
textures/snow2x/terrain_1to2
{
surfaceparm snowsteps
surfaceparm landmine
q3map_nonplanar
q3map_shadeangle 90
q3map_lightmapsize 1024 1024
{
map textures/snow_sd/snow_var02.tga
rgbGen identity
tcmod scale 0.080 0.080
alphaGen vertex
}
{
map textures/snow_sd/bigrock_rounded_faint.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen identity
tcmod scale 0.080 0.080
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbgen identity
}
}
textures/snow2x/terrain_1to3
{
surfaceparm snowsteps
surfaceparm landmine
q3map_nonplanar
q3map_shadeangle 90
q3map_lightmapsize 1024 1024
{
map textures/snow_sd/snow_var02.tga
rgbGen identity
tcmod scale 0.09 0.09
alphaGen vertex
}
{
map textures/snow_sd/snow_var01_big.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen identity
tcmod scale 0.1 0.1
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbgen identity
}
}
textures/snow2x/terrain_2to3
{
surfaceparm snowsteps
surfaceparm landmine
q3map_nonplanar
q3map_shadeangle 90
q3map_lightmapsize 1024 1024
{
map textures/snow_sd/bigrock_rounded_faint.tga
rgbGen identity
tcmod scale 0.080 0.080
alphaGen vertex
}
{
map textures/snow_sd/snow_var01_big.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA`
rgbGen identity
tcmod scale 0.080 0.080
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbgen identity
}
}
You could use this as a base for yours and edit the texture names too fit the oones you want.
When you load up radiant, load up your map file and press L and select func_groups, select the func_group which is your terrain, press N to bring up details for your terrain.
terrain1.pcx is the pcx file that easygen outputted and should stay in your etmain folder.
snow2x/terrain is the name of your shader file in your scripts dir called snow2x.shader for example.
layers is the number of textures used in easygen and for your alphamap
put a sky texture on your sky,
Setup your world spawn with some mapcoordsmins and mapcoordsmaxs
insert a info_player_deathmatch, a team_CTF_redspawn and a team_CTF_bluespawn and away you go run around in your mountanous creation…
you can tell im bored today!!

i really appreciate the help :drink: