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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: final checklist before release
blmeanie
General Member
Since: Mar 13, 2005
Posts: 196
Last: Mar 31, 2009
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Level 4
Category: CoD2 MP Mapping
Posted: Saturday, Aug. 26, 2006 10:40 pm
ok, I feel as though my map is ready to be released (exposed) and I want to make sure everything is done.

I have searched for some kind of checklist to determine whether anything critical has been left off.

Is there such a list?

If so, can someone point me in the right direction?

Thanks,

bl
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Foxhound
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Since: May 31, 2002
Posts: 5983
Last: Sep 6, 2014
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Level 10
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Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Saturday, Aug. 26, 2006 10:45 pm
I'm afraid that a checklist hasn't been made (Good idea though) but I'm sure that if you check around there are a ton of people on here willing to help out in sorting out your map prior to official release. Put it up for beta testing and see what you get. If not then let me know and I'd be happy to help out as well.

Cheers

[quake]
I sometimes wonder... "Why is that frisbee getting larger?" .............and then it hits me.

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Mystic
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Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
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Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Saturday, Aug. 26, 2006 10:47 pm
Not really a list but ill give you some things you may forget:

.IWD layout.
(make sure all folders a labelled correctly)

Make sure you .ARENA is all correct. (all gametypes, map name and longname correct)

Make sure you have all your scripts working.

Remember to add a readme.

Remember a loadscreen.
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blmeanie
General Member
Since: Mar 13, 2005
Posts: 196
Last: Mar 31, 2009
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Level 4
Category: CoD2 MP Mapping
Posted: Sunday, Aug. 27, 2006 01:56 am
ok, thanks! Sounds like I am good to go...except this burning question I have


I have, up to this point, played and tested it using fast compiles and it looks good and plays good (frames per second)...I have done the pacman collecting of the dots for a grid file but have not done a full compile. Is it necessary?

What % of maps released are done with fast compiles only? Any?

I have this fear that something that works will get messed up in a full compile...

sure I'm paranoid, I can live with that.


But just because I'm paranoid, doesn't mean they aren't really watching me...[eek]
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
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Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Sunday, Aug. 27, 2006 08:34 am
Ok well in the ideal world you should run you compiler on full presets so -VIS, full flare etc.. This will result in a 'much better' performance from the map itself though i am pretty sure a LOT of custom maps don't actually bother with it..
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DadofAzz
General Member
Since: May 24, 2005
Posts: 1233
Last: Oct 17, 2009
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Level 8
MODSCON
Category: CoD2 MP Mapping
Posted: Sunday, Aug. 27, 2006 09:40 am
Hi BL, I think your idea of a check list is a very good idea. I have found in the past that no amount of testing and more testing can overcome the "sods law" or some peeps would so the "murpheys law" or whatever. A check list could certainly help to eliminate a lot of "sods law" I'm sure.

Maybe we could start a post for ppl to input the points they feel should be in the list.

Rassy has already hit on quite a few there.

Greets doa
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veef
General Member
Since: Apr 25, 2006
Posts: 1258
Last: Aug 29, 2006
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Level 8
Category: CoD2 MP Mapping
Posted: Monday, Aug. 28, 2006 04:57 am
I would like to add that where the file is hosted provide screenshots to check out your map.
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Saureco
General Member
Since: Aug 12, 2006
Posts: 254
Last: Mar 19, 2008
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Level 5
Category: CoD2 MP Mapping
Posted: Monday, Aug. 28, 2006 07:45 pm
blmeanie,

I usually do the following.

1. Skybox and worldspawn settings
2. Structures, phase 1 (basic structural brushes of walls and floors; simple lights and a spawn for testing)
3. Structures, phase 2 (cut doors and windows; textures; portals)
4. Terrain, phase 1 (all the large and relatively flat areas in low-density terrain patches)
5. Terrain, phase 2 (all the high interest terrain, like hills, trenches, and roads) do a fast compile and test
6. Terrain, phase 3 (alpha blending)
7. Prefabs and models
8. Lighting do a fast compile and test
9. Spawn points
10. Gametype nodes (CTF flags, HQ radio locations, deathmatch spawns, SD objectives)
11. Scripts
12. Full compile
13. VCLOG (multiplayer grid)
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