Mapping for Brace a3
While the mod will likely undergo some changes in future versions this is the current set up for maps.

Load up sdk with brace selected in the drop down box. You won't be able to devmap in the sdk etqw however since it loads it's own game dll.
I think it would be a matter of getting a map to a point where it can be loaded normally anyway, and just running a copy of etqw/brace to test after compile.

=Building off an existing map=
If you want to add support for brace to your existing map brace support loading of some files:
MapInfo - simply create one named the same as your existing map + _brace. ex
mapInfoDef "area22_brace"
From this mapInfo you can set up a new map script for brace if you want. Currently Brace doesn't need any significant map scripting, but you may want to use it to manhandle your existing map entities, opening up stuff that is usually destroyed as an objective in vanilla ETQW for example.

<mapname>_brace.entities
<mapname>_brace.bot_entities
 - Simply working off a copy of your map and adding _brace to the end of the filename, do an entities compile and an bot entities compile, they will override the exisiting map file when your map is loaded in Brace.

=Map Entities and key/values=
The item spawns points are spawn_spot_item entities (under spawn in the editor menu), use g_showentityspawnspots 1 and then load a stock map to see how I've put those. They'll need to be at least clear enough of geometry for a long weapon model to fit vertically. The bounding box for the spawn_spot_item in the editor should be ok, but I haven't checked it's accuracy.
Anyway, for a standard sized map you need a minimum of about 180 of those :o and better around 300 to get variety each match, so it's a bit of grunt work. 
I suggest you add them all to an editor group for easy isolation in case I change the workflow for them in the future.

You need to the following key/values to worldspawn:
"pickup_assaultrifle" "5"
"pickup_assaultrifle_grenade" "5"
"pickup_assaultrifle_scoped" "5"
"pickup_shotgun" "5"
"pickup_sniperrifle" "5"
"pickup_pistol_akimbo" "5"
"pickup_machinepistol_silenced"	"5"
"pickup_law" "3"
"pickup_gpmg" "3"
"pickup_healthpack" "30"
"pickup_fuelcell" "25"
"pickup_ammopack" "25"
"pickup_grenade" "15"
"pickup_mines" "15"
Values are for a normal sized map, that's where the number of spawn_spot_item entities you need comes from, ie sum of those at absolute minimum, 2 x is better.
Side Note: Those also happen to be the names of the actual pickup entities, so you can spawn what you want for testing.

=Conflict Point=
The brace match progression system which the player spawn and airdrop system drop to a radius around a 'conflict point'. Currently this is static through whole match.
It defaults to the center of the map file (0 0 0). But can be set up adding "conflict_point" entities.
The conflict point for the match is chosen randomly between all conflict point entities at game on.

=Bots=
For the bots you need an even spread of roam bot_actions entities, using:
"humanGoal" "0"
"stroggGoal" "0" // Even though strogg team not supported in a1.
Use the console command bot_drawactions 1 and have a looksee at how I'm slapping them down in the stock maps.

Do the same for a few vehicle roam points, goal number 120.

=Objectives=
There aren't really any objectives to set up, however objective info is still used to let people know what the heck the mod is about :p
Set numObjectives to 4 in the mapInfoDef
Add the following entities to the map:
info_objective_buddyup
info_objective_findweapons
info_objective_fightotherteams
info_objective_bestteamwins
