Neverputt mapping is nearly identical to Neverball mapping. The differences are listed below.
* There must be five info_player_start entities. The first defines where the camera will travel to in between intermissions at the title screen. The next four define the positions of the four balls. In the future, supposedly when the 4 player limit is removed, this technique will be change a little: when an additional ball doesn't have the required info_player_start, the last info_player_start will be used.
* A Neverputt ball has a radius of 0.0625 (1/8). Be sure to include this field, else the radius will default to Neverball's radius of 0.25.
* The info_player_deathmatch is essentially the same. It defines a “goal”. If a ball stops in this area, it went in the hole. You'll need to create your own physical hole. Be sure the radius of the goal (hole) matches your hole. Otherwise, a player can end his turn if he lands next to the hole. The bottom of the info_player_deathmatch should match the very bottom (bottom face) of your phyiscal hole.
* No reflections. Neverputt just doesn't need it.
* Two info_player_intermissions are needed. The first is the fly-by screen when a hole is started. The second is a better view when F12 is pressed. With the first info_player_start, these serve as coordinates for the camera to travel when the map is being seen in the title screen. The camera travels: FirstIntermission → FirstStart → secondIntermission → FirstStart → FirstIntermission → FirstStart and etc. Any addition intermissions are ignored.
Hope this helps