Releasing a Map: Difference between revisions

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(Initial draft of help for map release)
 
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* Make sure you have compiled the map with Normal VIS and RAD, not Fast
* Make sure you have compiled the map with Normal VIS and RAD, not Fast
* If you have created any custom materials, models or textures then you must bundle them into the map BSP file. Use a tool like PakRat.
* If you have created any custom materials, models or textures then you must bundle them into the map BSP file. See [[Using Bspzip to Embed Custom Content]].
* For Counter-Strike, 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-Strike, 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.
* Consider editing the bot nav file to paint place names. Also, examine bot behaviour in your map and edit the nav file to remove the more stupid elements.
* Consider editing the bot nav file to paint place names. Also, examine bot behaviour in your map and edit the nav file to remove the more stupid elements.
* Consider creating a map overview image.
* Consider creating a map overview image.
* For Counter-Stike, 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)
* For Counter-Stike, 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)
* Remember to run "buildcubemaps" in the console.

Revision as of 17:22, 11 August 2005

(This page intends to cover information about releasing a map for other people to play)

  • Make sure you have compiled the map with Normal VIS and RAD, not Fast
  • If you have created any custom materials, models or textures then you must bundle them into the map BSP file. See Using Bspzip to Embed Custom Content.
  • For Counter-Strike, 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.
  • Consider editing the bot nav file to paint place names. Also, examine bot behaviour in your map and edit the nav file to remove the more stupid elements.
  • Consider creating a map overview image.
  • For Counter-Stike, 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)
  • Remember to run "buildcubemaps" in the console.