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Example: vanilla file is called car123.def inside the folders entity\vehicle\cars\. In order to mod this, in your mod you create an "entity" folder, in it a "vehicle" folder, in that one a "cars" folder and in that one your version of car123.def.
In your case: you'd need resource\map\single\[yourmapfolder], or in an extra folder (or existing one) if it's for a certain campaign.
Well that's baaaasically it... there are still several other things you could do to polish up your mod: adding a localization is one, but it's not necessary. What that does it make sure your map's name is not some directory.. uh, well it basically makes it prettier. You can also give it a background picture etc when loading, all that stuff. Not necessary but it's prettier I guess.
... probably important to mention now: when creating a map you create a map in F2 mode, this lays the shape of your map, basically your "base" map. In F3 mode you create "missions" for your map, basically variants. To make the game recognize your map for a certain game mode, these mission (F3) map files need to be named accordingly. Example: combat.mi for the gamemode combat. For singleplayer/coop they are called "0.mi".
Anyways, sadly I can't say much more as I'm not very knowledgeable on singleplayer/coop missions. My best advise would be to load up an existing mission in the editor (in F3 mode of course) and see what "map pointers" are used etc to make certain functions work.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=667217484