BrainInBlack
03-10-2011, 10:58 AM
This Tutorial should help you, prepare your map for a gameday, the play testing events from the tf2maps.net staff.
Tools you need:
7zip (http://www.7-zip.org/)
Pakrat (http://www.bagthorpe.org/bob/cofrdrbob/pakrat.html)
Prepare your map in Hammer:
First make sure you have no leaks in your map! Here is a little guide how to find a leak (http://forums.tf2maps.net/showthread.php?t=867)
Then add some lights to your map. For example some light entities inside of buildings (they donīt have to look good, just be there) and a light_env for your outside area. Make sure you have at least one env_cubemap in your map. The pink checkerboard texture is a no no!
If everything works, save your vmf under a new name but add a version number to it (for example: cp_jaocpm_a1.vmf). The new name must be lowercase and it should have the game-type as a prefix (ie: ctf_, cp_, ...). Also, if make minor changes, for example tweak a light a bit or change a trigger a bit, donīt give the map a complete new version-number. Instead use "cp_jaocpm_a1a.bsp" or something like that.
Then compile it for the last time.
Things to do, InGame:
Build the cubemaps and check the map a last time, before you advance to the next steps. Here is a tutorial for building cubemaps (http://forums.tf2maps.net/showthread.php?p=24384)
Double-check if your map basically works. That means, doors, spawn points, resupply and all the other things should work, as they should work! That means, the enemy team should not be able to get in the spawn-room of the opposing team. There are enough spawn-points for every team-member (16 to be precise). Class-change should work in the spawn-room. And so on...
Add your Custom Stuff: [PICTURE] (http://dl.dropbox.com/u/8260062/pics/pakrat.png)
Copy your bsp to your desktop (or any other folder) and open it with pakrat. Go to the "Preferences" (CTRL+P) and setup the "Game root directory" (example: "C:\%path_to_steam%\steamapps\%accountname%\team fortress 2\tf").
Then hit the "Auto" button. Pakrat will search your map for any custom content, that is not included into the default TF2 installation and add the missing content to your bsp. After Pakrat is done, save the map under the exact same name.
Help the Server-Staff: [PICTURE] (http://dl.dropbox.com/u/8260062/pics/7zip.png)
Zip your new bsp as a bzip2. Right click the bsp and go to "7zip" -> "add to archive" (or something like that). Chose "Bzip2" as the format and hit "OK".
Donīt use any other method to zip your map! A renamed "cp_jaocpm_a1.bsp.rar" or "cp_jaocpm_a1.bsp.zip" is not the same as a real "cp_jaocpm_a1.bsp.bz2"!
Now upload the zipped file and your map is ready for play-testing on the TF2Maps.net servers.
Sorry for the bad english... itīs not my native language ;)
Tools you need:
7zip (http://www.7-zip.org/)
Pakrat (http://www.bagthorpe.org/bob/cofrdrbob/pakrat.html)
Prepare your map in Hammer:
First make sure you have no leaks in your map! Here is a little guide how to find a leak (http://forums.tf2maps.net/showthread.php?t=867)
Then add some lights to your map. For example some light entities inside of buildings (they donīt have to look good, just be there) and a light_env for your outside area. Make sure you have at least one env_cubemap in your map. The pink checkerboard texture is a no no!
If everything works, save your vmf under a new name but add a version number to it (for example: cp_jaocpm_a1.vmf). The new name must be lowercase and it should have the game-type as a prefix (ie: ctf_, cp_, ...). Also, if make minor changes, for example tweak a light a bit or change a trigger a bit, donīt give the map a complete new version-number. Instead use "cp_jaocpm_a1a.bsp" or something like that.
Then compile it for the last time.
Things to do, InGame:
Build the cubemaps and check the map a last time, before you advance to the next steps. Here is a tutorial for building cubemaps (http://forums.tf2maps.net/showthread.php?p=24384)
Double-check if your map basically works. That means, doors, spawn points, resupply and all the other things should work, as they should work! That means, the enemy team should not be able to get in the spawn-room of the opposing team. There are enough spawn-points for every team-member (16 to be precise). Class-change should work in the spawn-room. And so on...
Add your Custom Stuff: [PICTURE] (http://dl.dropbox.com/u/8260062/pics/pakrat.png)
Copy your bsp to your desktop (or any other folder) and open it with pakrat. Go to the "Preferences" (CTRL+P) and setup the "Game root directory" (example: "C:\%path_to_steam%\steamapps\%accountname%\team fortress 2\tf").
Then hit the "Auto" button. Pakrat will search your map for any custom content, that is not included into the default TF2 installation and add the missing content to your bsp. After Pakrat is done, save the map under the exact same name.
Help the Server-Staff: [PICTURE] (http://dl.dropbox.com/u/8260062/pics/7zip.png)
Zip your new bsp as a bzip2. Right click the bsp and go to "7zip" -> "add to archive" (or something like that). Chose "Bzip2" as the format and hit "OK".
Donīt use any other method to zip your map! A renamed "cp_jaocpm_a1.bsp.rar" or "cp_jaocpm_a1.bsp.zip" is not the same as a real "cp_jaocpm_a1.bsp.bz2"!
Now upload the zipped file and your map is ready for play-testing on the TF2Maps.net servers.
Sorry for the bad english... itīs not my native language ;)