When I create mine for each map, I copy an existing [.csv], open it, and edit the mapname referenced inside, instead of using Assman to create it. Saves so much time and so much easier. You'll obviously have to create at least one with Assman or through other means, and then from there just make copes of it for maps that come later. I've attached one, just in-case you want to look at it. You can edit it with notepad, I use Notepad++, or just use MS Excel.
I would say this advice is not good for someone beginning mapping as they probably wont understand what they are editing, or more importantly, why! And as Asset Manager does everything for you, there is no need to encourage people to manually edit any CSV files at all.
It is really easy to use Asset Manager to create loadscreen Assets. All you have to do is:
1. Open Asset Manager;
2. Click on "Open";
3. Navigate to your COD4 install, and find the "source_data" folder;
4. Select "levels.gdt" and click "ok"
This will open Asset Manager with the "levels" category selected. On default opening, there are just 2 entries in the list box - "mp_test" and "test". To create your own one:
5. Click "new entry";
6. Create a name for the entry;
7. Fill in your map's name BSP file: "mp/mp_yourmapname";
8. Fill in your map's loadscreen materials file name in the only other blank box (MP Level Load Material): "loadscreen_mp_yourmapname";
9. Click "PC convert";
10. This will both create your loadscreen CSV file (located in zone_source/english/mp_yourmapname_load.csv), and your loadscreen fastfile (located in zone/english/mp_yourmapname_load.ff).
All the Asset Manager details will be stored in source_data/levels.gdt file for future reference. If you need to change anything, all you do is open the levels.gdt file, select the entry which needs editing, and away you go.
In my opinion this is much easier for a first time mapper than manually editing entries which they probably don't understand. Also, it will get them used to the idea of using Asset Manager.