Releasing a Map: Difference between revisions

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===Final compile===
===Final compile===


* Examine the compile log to ensure there are '''no compile errors or warnings'''
* 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, not Fast. Do '''not''' release a map compiled with Fast VIS or RAD. You can also use the command line -final, this will make your map compile much slower. But it will fix SOME lighting errors by using more bounces.
* When you load the map into the game, check the console to ensure there are no errors or warnings.
* Remember to run "buildcubemaps" in the console.
 
* 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===
===Distributing custom content===
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If you have custom models, sounds, textures or materials, you must either:
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
* 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.
* 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!
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===
===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 creating a map overview image.
* Edit the bot [[Navigation_Meshes|Navigation Mesh]] so bots will behave smarter in your map.
 
* If your map is for Day of Defeat: Source, then you need to create an [[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)
* 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)


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* When your map is all done, You can upload it at some useful website, so that other people can download and play them.  
* 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]].
* 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.
* 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.example.com, then set the following commands on your server:


  sv_downloadurl mymaps.mywebsite.com
  sv_downloadurl mymaps.example.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, instead of directly downloading from the server.
*You may wish to contact [[Fan_Site_List|fan sites]] to publicise your map's release.
*You may wish to contact [[Fan_Site_List|fan sites]] to publicise your map's release.



Revision as of 22:53, 28 April 2006

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Final compile

  • 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 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:

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.
  • If your map is for Day of Defeat: Source, then you need to create an 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

  • 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.example.com, then set the following commands on your server:
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 fan sites to publicise your map's release.

See also