Releasing a Map: Difference between revisions

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===Final compile===
 
* Examine the compile log to ensure there are [[Compile_Errors|no compile errors]], you could also use the [http://www.interlopers.net/errors/ Interlopers Compile Checker.]
 
* When you load the map into the game, check the console to ensure there are no errors or warnings.
 
* Make sure you have compiled the map with Normal VIS and RAD. Do not ever release a map compiled with Fast VIS or RAD.
 
* Remember to run the [[Cubemaps|buildcubemaps]] command in the console before releasing your finished product, otherwise reflections will not work properly.
 
===Distributing custom content===
 
If you have custom models, sounds, textures or materials, you must either:
 
* Bundle them into the map BSP file (using [[Using Bspzip to Embed Custom Content|Bspzip]], [[Map Analyst]], [[Pakrat]], etc.). See
[[Using Bspzip to Embed Custom Content]], or
 
* Add a ".res" [[Map Resource File]] to your map release to let the server know there's files that should accompany the BSP when it's downloaded.
 
If you don't do this, then anyone downloading the map through a server whilst playing will not get your custom content.
 
===Game specific considerations===
 
* For Counter-Strike: Source or Day of Defeat: Source, create a ".txt" file with the same name as the map. This text will be displayed to players when the map starts. Lines are wrapped.
 
* For Counter-Stirke: Source edit the bot [[Navigation Meshes|Navigation Mesh]] so bots will behave more intelligently in your map.
 
* For Counter-Strike: Source or Day of Defeat: Source create a [[Level Overviews|level overview]] material.
 
* For Counter-Stike: Source, run the map with only bots playing, 10 a side, and see whether either side has an outright advantage. There is no substitute for human players, but bots will typically show up the obvious design flaws in a map (poorly positioned meeting points, not enough entrances/exits in critical areas, and so on)
 
===Uploading/Public release===


After going through a map's [[pre-publication evaluation#Maps|pre-publication evaluation]], you can publish your map in many ways:
* When your map is all done, You can upload it at some useful websites, so that other people can download and play it.  
* When your map is all done, You can upload it at some useful websites, so that other people can download and play it.  
* A list of file hosting websites is available [[File_Hosting_Sites|here]].
* A list of file hosting websites is available [[File_Hosting_Sites|here]].
 
* On the other hand, if you do have a server of your own that you could store your BSP file on, you could use the [[sv_downloadurl]] commands.<br>For example, if you create a sub-domain on your website mymaps.example.com, then set the following command on your server: <code>sv_downloadurl mymaps.example.com</code><br>This would tell clients connecting to your server to directly download the BSP file from that url, instead of directly downloading from the server.
* On the other hand, if you do have a server of your own that you could store your BSP file on, you could use the [[sv_allowupload]] and [[sv_downloadurl]] commands.
* If you don't have a website and you want to let people download your map from your server, you will need to use the [[net_maxfilesize 95]] command. It will allow clients connecting to your server to download large maps from your server. The max download file size is set to 95 because custom maps are HUGE!
 
* You may wish to contact [[News_Site_List|news sites]] to publicize your map's release.
:For example, if you create a sub-domain on your website mymaps.example.com, then set the following commands on your server:
* If you've created the map for a game with [[Bonus Maps]] UI, then you may wish to package it into a [[Bonus_Maps|BMZ]] for easy import.
 
sv_downloadurl mymaps.example.com
sv_allowupload 0
 
:This would tell clients connecting to your server to directly download the BSP file from that url, instead of directly downloading from the server.
*You may wish to contact [[News_Site_List|news sites]] to publicise your map's release.


==See also==
==See also==


* [[How To Take Screenshots]]
* [[How To Take Screenshots]]
 
[[category:Level Design]]
[[category:Level design Tutorials]][[Category:Publicity & Publication]]
[[Category:Publicity & Publication]]

Latest revision as of 10:22, 12 July 2024

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After going through a map's pre-publication evaluation, you can publish your map in many ways:

  • When your map is all done, You can upload it at some useful websites, so that other people can download and play it.
  • A list of file hosting websites is available here.
  • On the other hand, if you do have a server of your own that you could store your BSP file on, you could use the sv_downloadurl commands.
    For example, if you create a sub-domain on your website mymaps.example.com, then set the following command on your server: sv_downloadurl mymaps.example.com
    This would tell clients connecting to your server to directly download the BSP file from that url, instead of directly downloading from the server.
  • If you don't have a website and you want to let people download your map from your server, you will need to use the net_maxfilesize 95 command. It will allow clients connecting to your server to download large maps from your server. The max download file size is set to 95 because custom maps are HUGE!
  • You may wish to contact news sites to publicize your map's release.
  • If you've created the map for a game with Bonus Maps UI, then you may wish to package it into a BMZ for easy import.

See also