Advice on Distributing Maps
Here are some advice with regards to distributing CS maps.
- If you use custom textures, name your wad file the same as your map (with the wad filetype, of course). Even better, compile it into the bsp file.
- If you don't use customer textures, put the textures you use into a dedicated wad file anyway. That way your map will still work, even if Valve decides to remove any of the default wad files.
- If you use custom sounds, models, or sprites, put them into a subfolder with the same name as the map. That is, sound/<map name>/*, models/<map name>/* og sprites/<map name>/*.
- Linux servers are case-sensitive, so make sure to refer to your actual file names. For example, if you have a model called Couch.mdl, don't refer to it as couch.mdl. I suggest you stick to small letters only.
- Make an overview of the map. Nobody likes to watch green squares.
- Make a resource file, even if your map consists of a bsp file and nothing else. Just for good measure.
- Make a readme file, call it <map name>_readme.txt and put it in the maps folder. At minimum write your name/nick, your email address, and a link to the newest version of the map.
- Don't use "beta", "final", or any other suffix in the map name. Instead, put the map's version or compilation date into the readme file.
- Don't distribute screenshots. People download your map to play it, not to look at screenshots.
- Don't distribute other unnecessary files.
- Make an archive (preferable in zip format) relative to the cstrike folder. That way, when the user unzips the archive into the cstrike folder, all files will be put into the correct folders.
- Test the archive! You can do this by removing all relevant files from your CS installation, unzip your archive into it, then see if the map works. You should run around the entire map, as missing models (and possibly sprites, too) will make CS crash when it tries to render them.
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