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. | * 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.