I would like to know how usually a game map like Quake and Counter-Strike maps are done?
They do it everything in the blender or a 3dmax for example, and load into the game? or they put everything into its place by hand?
It’s common for a major game or game engine to have it’s own toolset, one tool being a level editor.
This allows you to configure many aspects of the game in a more intuitive way, and it gives you reuse of objects that you would not get in a modeller.
The disadvantage is that requirements from the editor may be very much tied to a particular type of game, and possibly it’s internal structure.
Check out this thread: http://www.jmonkeyengine.com/jmeforum/index.php?topic=8199.0
Umm nice… but could i do a whole map with blender and just load it into jme?
In a racing game… i do everything into blender and load it into my world and add a 3d model car into it… apply physics and so on…
is it a good practice?
It is not a bad practice. But depending on map complexity an size, a custom level editor would give you more chances of optimization.
However, if you are starting, I'd suggest you to go that way. It is clean and simple.
You will likely need some amount of post processing. I am doing this to, for example, deleting marker nodes from the scene and storing their coordinates for later use (spawn points, cameras, etc…).
To answer your question: Quake3 maps are created using custom tools by ID software. Those tools were made available for mappers. The main tool is called GtkRadiant, and works with Quake3 assets to allow you to develop maps for that game. The format of Quake3 maps (qbsp) is public and there is in fact a Quake 3 loader for jMonkeyEngine. You could follow that path if you are going to use indoor scenery (as BSP format performs better for closed scenarios).
Hope it helps.