Releasing a Map

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Revision as of 16:42, 21 August 2005 by Richard (talk | contribs)
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(This page intends to cover information about releasing a map for other people to play)

  • 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
  • If you have created any custom materials, models, sounds, etc. see "Distributing Custom Content " 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:

If you don't do this, then anyone downloading the map through a server whilst playing will not get your custom content!