Releasing a Map: Difference between revisions
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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, | * If you have created any custom materials, see below | ||
* 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. | ||
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http://rapidshare.de/ | http://rapidshare.de/ | ||
While rapidshare is good, the downside is on the downloader's side, Lots of ads and waiting... | While rapidshare is good, the downside is on the downloader's side, Lots of ads and waiting... | ||
== Distributing custom content == | |||
If you have custom models, sounds, textures or materials, you must either: | |||
1. bundle them into the map BSP file. See [[Using Bspzip to Embed Custom Content]], or | |||
2. 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! | |||
[[category:Level design]] | [[category:Level design]] |
Revision as of 21:30, 16 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, see below
- 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.
- Uploading: When your map is all done, You can upload it at some usefull website, so that other people can download and play them.
Here is 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...
Distributing custom content
If you have custom models, sounds, textures or materials, you must either:
1. bundle them into the map BSP file. See Using Bspzip to Embed Custom Content, or 2. 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!