[TIP] Ask yourself these questions before your next release

seth

aa
May 31, 2013
1,019
851
A concise list of things you should address before releasing your next iteration. Some are questions you should only need to ask once per map and not all are necessary to include in your alpha or even beta releases, but you should consider each by the time you are ready to enter the release candidate stages.

Pre-compile

  • Are all my visgroups checked?
  • Is there anything in quick hide?
  • Have I checked for errors (alt-p)?
  • Did I place cubemaps?
  • Have I properly blockbulleted or playerclipped stairs where appropriate?
  • Have I properly clipped map boundaries and roofs?
  • Have I included soundscapes?
  • Did I include spectator cameras and a welcome point?
  • Did I include areaportals, hints, func_details, and other optimization measures where appropriate?
  • Have I included -staticproppolys, -staticproplighting, -textureshadows, and -final in the VRAD parameters?
  • Am I compiling with HDR (-both)?
  • Have I done lightmap optimization?

Post-compile

  • Were there any compile errors?
  • Did I build cubemaps?
  • Did I pack my custom content?
  • Did I repack the BSP?
  • Did I generate a navigation mesh for bots?
  • Do my custom particles have a particle manifest?
  • Have I created map info and server browser images?
  • Have I created a mission briefing dialog?

In-game checks

  • Check that I have properly clipped map boundaries and roofs.
  • Check that soundscapes are functioning and transitioning properly.
  • Check that custom content is packed properly.

This list is as much a reminder to myself as to you. Please comment below with anything you think should be added as I'm sure there are things I'm forgetting.
 
Last edited:

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
For packing custom content it might be wise to put everything in a single folder in the custom folder. This also includes for packs like mayann, construction etc (although they can have seperate folders). This ensures all your custom content is in 1 place and you wont have to find the stuff in random places which the old packs did.
Next to those make a folder called disabled which doesnt contain anything by default.
When you are then going to test your map to see if all content is packed properly. Move those folders into the disabled folder. This disables all custom content from loading in a quick way. When loading your map and something is missing this should then reveal it. When returning back to hammer you can then move that content out of the disabled folder again.
 

seth

aa
May 31, 2013
1,019
851
For packing custom content it might be wise to put everything in a single folder in the custom folder. This also includes for packs like mayann, construction etc (although they can have seperate folders). This ensures all your custom content is in 1 place and you wont have to find the stuff in random places which the old packs did.
Next to those make a folder called disabled which doesnt contain anything by default.
When you are then going to test your map to see if all content is packed properly. Move those folders into the disabled folder. This disables all custom content from loading in a quick way. When loading your map and something is missing this should then reveal it. When returning back to hammer you can then move that content out of the disabled folder again.

Or you could use the method in my signature. It's really the best way to do it. You don't have to move any content when checking your pack that way either.
 

seth

aa
May 31, 2013
1,019
851
would be worth adding "check you game logic" and maybe advise using r_drawclipbrushes for clip checking

Checking game logic is a bit more broad than I want here. The list would get pretty long if I started going that broad. As for console commands, I'd rather leave instructional things out and keep this simply a list of questions. I see what you're saying though.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
Or you could use the method in my signature. It's really the best way to do it. You don't have to move any content when checking your pack that way either.
It depends on the number of backups you make and your versioning system. If i would have to pack every sub version i make of giza i would have used 55mb per version if i would repack it, without repacking it would take 180mb. For each version i can easily have 12 subversions. Without packing it would be 60mb though, so if i can get that in the script aswel then it would surely help.
 

seth

aa
May 31, 2013
1,019
851
It depends on the number of backups you make and your versioning system. If i would have to pack every sub version i make of giza i would have used 55mb per version if i would repack it, without repacking it would take 180mb. For each version i can easily have 12 subversions. Without packing it would be 60mb though, so if i can get that in the script aswel then it would surely help.

I'm not sure if I follow you. You don't have to pack every time you compile. You would just uncheck the pack box in CompilePal.