Difference between revisions of "Releasing a map"

From Fortress Forever Wiki
Jump to navigationJump to search
(New page: {{Infobox mapping}} ==Introduction== You've made a map, now you probably want people to play it, right? ==Finishing touches== Before you compile, remember these finishing touches: * Sound...)
 
m
 
Line 5: Line 5:
 
==Finishing touches==
 
==Finishing touches==
 
Before you compile, remember these finishing touches:
 
Before you compile, remember these finishing touches:
* Soundscapes
+
* [http://developer.valvesoftware.com/wiki/Soundscape Soundscapes] and other ambient sounds.
* Cubemaps
+
* [http://developer.valvesoftware.com/wiki/Cubemaps Cubemaps]
 
* [[location triggers]]
 
* [[location triggers]]
 
* [[path_mapguide]]
 
* [[path_mapguide]]
* info_intermission
+
* [http://developer.valvesoftware.com/wiki/Info_intermission info_intermission]
 
* Show all visgroups in Hammer
 
* Show all visgroups in Hammer
  
* Compile with full vis, -final lighting, and HDR if you wish.
+
Then compile with full vis, -final lighting, and HDR if you wish. You want this version of the map to look and play as well as possible.
 +
* Do a final visual inspection. Test out flags, doors, ammo bags, and spawns for all teams.
 
* Build your cubemaps.
 
* Build your cubemaps.
* Bspzip files if you wish.
+
* Bspzip any files you want to imbed into the map.
  
 
==Files to include==
 
==Files to include==
Only the first three files are strictly needed, though all are recommended
+
Only the first two files are strictly needed, though all are recommended.
  
 
* maps\mapname.bsp --the map
 
* maps\mapname.bsp --the map
 
* maps\mapname.lua --The game script
 
* maps\mapname.lua --The game script
* maps\mapname.res --A list of all files; used for downloading the map from servers
+
* maps\mapname.res --A [http://developer.valvesoftware.com/wiki/Resource_list Resource list] of all included files; This is used for when players download the map from a server.
* maps\mapname.txt --A short description of the map
+
* maps\mapname.txt --A short description of the map, contact information, etc.
 
* materials\vgui\loadingscreen\mapname.vmt --loading screen material
 
* materials\vgui\loadingscreen\mapname.vmt --loading screen material
 
* materials\vgui\loadingscreen\mapname.vtf --loading screen texture
 
* materials\vgui\loadingscreen\mapname.vtf --loading screen texture
* materials\vgui\maps\mapname\overview.vmt --overview material
 
* materials\vgui\maps\mapname\overview.vtf --overview texture
 
* materials\vgui\maps\mapname\interest.vmt --point-of-interest material
 
* materials\vgui\maps\mapname\interest.vtf --point-of-interest texture
 
  
Finally, include any custom textures, models, sounds, etc. your map uses--unless you've used bspzip.
+
Finally, include any custom textures, models, sounds, etc. your map uses--unless you've already used bspzip.
  
 
==Zip it up==
 
==Zip it up==
 
Pack all your files for easy distribution. .zip and .rar are popular compression formats. If you include the directory structure as listed above, users can simply unzip the archive into their FortressForever folder, and they will be ready to go.
 
Pack all your files for easy distribution. .zip and .rar are popular compression formats. If you include the directory structure as listed above, users can simply unzip the archive into their FortressForever folder, and they will be ready to go.
 +
 +
==Testing==
 +
It's important to give your installer out to a few players and play it on a server before releasing it to the general public. Your testers may find bugs, graphical glitches, or missing files that you wouldn't.
  
 
==Host it==
 
==Host it==

Latest revision as of 13:07, 13 April 2010

Mapping for FF
The Basics

Setting up Hammer
Getting Started With Lua
Releasing a map

FF-specific Entities

Lua location system

Map Templates
FF Lua Documentation

Entity Typing
Entity Collections

Commands
Callbacks

Introduction

You've made a map, now you probably want people to play it, right?

Finishing touches

Before you compile, remember these finishing touches:

Then compile with full vis, -final lighting, and HDR if you wish. You want this version of the map to look and play as well as possible.

  • Do a final visual inspection. Test out flags, doors, ammo bags, and spawns for all teams.
  • Build your cubemaps.
  • Bspzip any files you want to imbed into the map.

Files to include

Only the first two files are strictly needed, though all are recommended.

  • maps\mapname.bsp --the map
  • maps\mapname.lua --The game script
  • maps\mapname.res --A Resource list of all included files; This is used for when players download the map from a server.
  • maps\mapname.txt --A short description of the map, contact information, etc.
  • materials\vgui\loadingscreen\mapname.vmt --loading screen material
  • materials\vgui\loadingscreen\mapname.vtf --loading screen texture

Finally, include any custom textures, models, sounds, etc. your map uses--unless you've already used bspzip.

Zip it up

Pack all your files for easy distribution. .zip and .rar are popular compression formats. If you include the directory structure as listed above, users can simply unzip the archive into their FortressForever folder, and they will be ready to go.

Testing

It's important to give your installer out to a few players and play it on a server before releasing it to the general public. Your testers may find bugs, graphical glitches, or missing files that you wouldn't.

Host it

Put a list of hosting sites here?