sevin Posted September 15, 2016 Report Posted September 15, 2016 (edited) I posted a version of this over at TF2Maps.net, figured CS:GO deserved one too. This is 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 your final iterations. 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 playerclipped stairs and map boundaries where appropriate? Have I included soundscapes? 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? Have I done lightmap optimization? Post-compile Were there any compile errors? Did I build cubemaps? Did I pack my custom content? Did I generate a navigation mesh for bots? Did I include a map info txt (loading screen info)? Did I include a loading screen image? Did I script spectator camera positions? Have I created and scripted radar images? Have I scripted which factions I want the map to use? In-game checks Check that I have properly clipped map boundaries. Check that the radar functions properly at all levels (if applicable). Check that my ladders function smoothly. Check suspicious areas that look like they might eat a bomb. 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. Edited July 16, 2017 by sevin mr_ah_clem, JimWood, Bevster and 14 others 17 Quote
sevin Posted January 1, 2017 Author Report Posted January 1, 2017 Been watching TopHattWaffle's new series on YouTube and apparently CS:GO does not use LDR lighting at all; I guess HDR is forced, which is not how it was in TF2/CS:S. Updated the post to reflect that. Quote
maxgiddens Posted January 2, 2017 Report Posted January 2, 2017 Pretty sure custom particles aren't recognized either. sevin 1 Quote
sevin Posted January 2, 2017 Author Report Posted January 2, 2017 13 minutes ago, maxgiddens said: Pretty sure custom particles aren't recognized either. Yeah I guess there aren't many particles in CS:GO anyway. Updated. Quote
Xanthi Posted January 2, 2017 Report Posted January 2, 2017 Don't forget to hit alt-p (check for errors) sevin 1 Quote
sevin Posted January 2, 2017 Author Report Posted January 2, 2017 1 minute ago, Xanthi said: Don't forget to hit alt-p (check for errors) That's a good one. Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.