I've never made a map out of a model but my feeling is that, due to technical reasons,
a blender to .map export is going to get you into a lot of trouble.
The easiest way is probably to convert your map to .ase, and import it into
the radiant as a misc_model. The only thing i'm not sure of is how visibility will be handled. It might want to import your entire as structural brushes which will probably kill you performance.
This is what my battleplan would look like:
- Get a working radiant (e.g. my netradiant package)
- Start a new map and add a misc_model entity.
Set the model key so it points to your map .ase model
- Set the modelscale key if necessary
- The model will be non-solid by default, you will probably have to set spawnflags to 6:
2 to make it solid, 4 to have it lighted, you will want to set _cs and _rs too
- I suspect you will have to make a large brush-box around your map model,
texture the box with caulk
- add info_player_intermission, info_alien_intermission and info_human_intermission entities.
- add an egg and a telenode
- compile your map
If it works, use the prtviewer in radiant to check visibility, or check it ingame with r_showtris
and r_speeds. Keep in mind that whatever program you use to make your map, be it radiant, blender or
something else, you always have to learn about the inner workings of a map.
There's more to a map than placing walls and boxes.
I also said I've never made a map like that, so this post is not the holy book, but I hope it gets you going.