Releasing a Map: Difference between revisions

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* Examine the compile log to ensure therce are '''no compile errors or warnings'''
{{cleanup}}
 
===Final compile===
 
* Examine the compile log to ensure there are '''no compile errors or warnings'''
* When you load the map into the game, check the console to ensure there are '''no errors or warnings'''
* 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, not Fast. Do '''not''' release a map compiled with Fast VIS or RAD.
* Make sure you have compiled the map with Normal VIS and RAD, not Fast. Do '''not''' release a map compiled with Fast VIS or RAD.
* If you have created any custom materials, models, sounds, etc. see "Distributing Custom Content" below
* Remember to run "buildcubemaps" in the console.
 
===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]], 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-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.
* Consider editing the bot nav file to paint place names. Also, examine bot behavior 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 behavior 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: 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)
* 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)
* Remember to run "buildcubemaps" in the console.


*Uploading: When your map is all done, You can upload it at some useful website, so that other people can download and play them.
===Uploading/Public release===
Here are a few sites that you can upload to:
;http://www.yousendit.com/ :Though YouSendIt let you upload very big size file(1GB), but it only keeps your file for a week.
;http://rapidshare.de/ :While rapidshare is good, the downside is on the downloader's side, Lots of ads and waiting...
;http://csm2.net/ :Many Counter-Strike: Source maps there and free to upload your own. No caps on map files sizes, no ads as well.
;http://www.ihud.com/ :Great file up/down-loading website.
*Advertising Your Map:
;http://www.nlxr.com :Great place to advertise your maps are on the forums.
;http://www.cdg.net :Also a great place to advertise your maps in the "Source Releases" section.


On the other hand, if you do have a website of your own that you could store your BSP file on, you could use the [[sv_allowupload]] and [[sv_downloadurl]] commands.
* When your map is all done, You can upload it at some useful website, so that other people can download and play them.
* A list of file hosting websites is available [[File_Hosting_Sites|here]].
* On the other hand, if you do have a website of your own that you could store your BSP file on, you could use the [[sv_allowupload]] and [[sv_downloadurl]] commands.


For example, if you create a sub-domain on your website mymaps.mywebsite.com, then set the following commands on your server:
:For example, if you create a sub-domain on your website mymaps.mywebsite.com, then set the following commands on your server:


  sv_downloadurl mymaps.mywebsite.com
  sv_downloadurl mymaps.mywebsite.com
  sv_allowupload 0
  sv_allowupload 0


This would tell clients connecting to your server to directly download the BSP file from that url.
:This would tell clients connecting to your server to directly download the BSP file from that url.
 
*You may wish to contact [[Fan_Site_List|fan sites]] to publicise your map's release.
== 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]], 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!


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


* [[How To Take Screenshots]]
* [[How To Take Screenshots]]


[[category:Level design]][[Category:Tutorials]][[Category:Publicity]]
[[category:Level design]][[Category:Tutorials]][[Category:Publicity]]

Revision as of 03:05, 14 March 2006

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Final compile

  • Examine the compile log to ensure there are no compile errors or warnings
  • 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, not Fast. Do not release a map compiled with Fast VIS or RAD.
  • Remember to run "buildcubemaps" in the console.

Distributing custom content

If you have custom models, sounds, textures or materials, you must either:

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.
  • Consider editing the bot nav file to paint place names. Also, examine bot behavior in your map and edit the nav file to remove the more stupid elements.
  • Consider creating a map overview image.
  • 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

  • When your map is all done, You can upload it at some useful website, so that other people can download and play them.
  • A list of file hosting websites is available here.
  • On the other hand, if you do have a website of your own that you could store your BSP file on, you could use the sv_allowupload and sv_downloadurl commands.
For example, if you create a sub-domain on your website mymaps.mywebsite.com, then set the following commands on your server:
sv_downloadurl mymaps.mywebsite.com
sv_allowupload 0
This would tell clients connecting to your server to directly download the BSP file from that url.
  • You may wish to contact fan sites to publicise your map's release.

See also