- May 31, 2013
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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
Post-compile
In-game checks
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.
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.
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