[TIP] Making Sure Your Map Is Ready To Test!

Discussion in 'Tutorials & Resources' started by littleedge, Jul 28, 2010.

  1. littleedge

    aa littleedge L1111: Clipping Guru

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    So you've got a map. You're ready to compile. But what do you need to do before you compile to make sure nothing is broken? Here's a handy list of things to doublecheck:​

    Spawnrooms
    Are there 16 spawn point per spawnroom per team?
    Is there a func_respawnroom in the entire spawn area?
    Are there any resupply cabinets?
    Is there a func_respawnroomvisualizer for each door for each spawn?

    Gametype Entities
    Are the entities you need for the gamemode placed and set up properly?
    Lights
    Are there light entities inside of buildings?
    Is there a light_environment for outdoor lighting?

    Cubemaps
    Do you have cubemaps placed 64 units above the ground?
    You should have more than one.

    Sealed
    Turn off all visgroups except for World Geometry, and then turn off displacements and water. Do you have any leaks, or areas that stare into the void?
    Optimization
    Have you func_detailed stairs and other brushes that stick out?
    Have you added hints and areaportals where needed?
    Did you nodraw unseen faces?

    All Visgroups Checked
    Are all visgroups checked off?

    Now you've compiled. You're anxious to test, but we wouldn't want to test a broken map. Let's doublecheck and make sure everything compiled correctly, and you didn't make a mistake.​

    Compile Log Errors
    Are there any errors in the compile log?
    Head on over to Interlopers and paste your compile log into their Error Report.

    Spawnrooms
    Do both teams spawn in their respective spawnrooms?
    Can they leave their spawn?
    Are they not allowed into the other teams' spawn?
    Does the resupply locker work?

    Gamemode
    Can you cap each point (cp)?
    Can you pick up and capture each flag (ctf)?
    Does the point unlock when it's supposed to (arena, koth)?

    Lights
    Is the map lit and not fullbright?
    Clipping
    Are all places clipped properly?
    Don't worry about "clipping with a fine tooth comb" for an alpha. But don't let me out of your map, either.

    Cubemaps
    Did you build your cubemaps?
    From the main menu, open console and type the following: 'mat_specular 0' then 'map <yourmap>' Once it loads, 'buildcubemaps' and then 'disconnect' Then 'mat_specular 1'

    Packed
    Did you pack any and all custom material into your map?

    If you answered 'Yes!' to all of those, you're ready to test! If not, go fix 'em and try again. And remember not to rename the .bsp manually after you compile or build cubemaps! Always rename your .bsp by compiling it as a new name in Hammer. If people are harsh to you for having big errors in your map, just know that if you fix it next time, and truly fix it, they'll give you some good feedback. But don't be mad if we skip the test due to errors.​
     
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    Last edited: Sep 15, 2010
  2. Grim Tuesday

    aa Grim Tuesday

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    I disagree on only one point: Clipping. You dont need to go clip with a fine tooth comb for a1.

    Oh yes, damn you. I literaly had a list almost identicle to this sitting on my harddrive, ready to post here. Oh well. The only difference was that it was formatted in a way that could be printed out, and check marked next to places that need be.
     
  3. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    to make sure my map isn't too dark, I like to run around with the thirdperson command.
    That way I can see how players will look in game and make sure they will be lit enough
     
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  4. Karnage

    Karnage L3: Member

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    this may be misleading for beginners - props should be brushwork?
     
  5. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Needs more mat_reloadallmaterials after mat_specular 1.
     
  6. littleedge

    aa littleedge L1111: Clipping Guru

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    I've never used that. Enlighten me.
     
  7. Seba

    aa Seba DR. BIG FUCKER, PHD

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    I'm pretty sure it does what it says, reloads materials after building cubemaps to display reflections properly without restarting TF2. But you might as well omit it, as you've gone without it with no problems.
     
  8. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    That is not something that needs to be done for them to work. It merely reloads everything so you can see them immediately. Once you've done buildcubemaps, they are in the bsp, period.
     
  9. Lancey

    aa Lancey Currently On: ?????

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    Assuming you don't rename that. Add that to the list. Don't rename the bsp.