Final steps before releasing a map

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
Marth8880
Resistance Leader
Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
Games I'm Playing :: Silent Hill 2
xbox live or psn: Marth8880
Location: Edinburgh, UK
Contact:

Final steps before releasing a map

Post by Marth8880 »

Does anybody know of any final steps one should take before releasing their map/mod?
CalvaryCptMike
Captain
Captain
Posts: 476
Joined: Sat Feb 19, 2011 3:10 pm
Projects :: Nothing--absolutely nothing
Location: Freed by alien robots, now living on Mars
Contact:

Re: Final steps before releasing a map

Post by CalvaryCptMike »

Well here is something you should do regardless before you release your map. It's not a complete list but, here goes:

First check to make sure that you aren't breaking any copyright rules LINK ( also includes a README template )

Then do a manual clean of your map to make sure that you don't have any extra luggage along LINK

Make sure you have written a complete README file. You don't want to forget that.

PLAY THE MAP, once you release the map that's it. Playing it before you ship it just to be sure that everything is as you like it is very important.

After uploading the mod download and test it before posting it here or on SWBFfiles.

That's all I can think of right now. Maybe others know more and will post too. :)
User avatar
Fiodis
Master of the Force
Master of the Force
Posts: 4145
Joined: Wed Nov 12, 2008 9:27 pm
Projects :: Rannoch + Tientia + Tools Programming

Re: Final steps before releasing a map

Post by Fiodis »

Have people beta test several versions of it, and listen to their advice.
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Final steps before releasing a map

Post by Maveritchell »

Don't release it as soon as you're done. Sit on your map/mod for about a week; just play through it in that time. As soon as you stop playing to test things and just play to play, you'll start noticing things you didn't before.
THEWULFMAN
Space Ranger
Posts: 5557
Joined: Tue Aug 17, 2010 3:30 pm
Projects :: Evolved 2
Location: Columbus, Ohio
Contact:

Re: Final steps before releasing a map

Post by THEWULFMAN »

Make a trailer as your playing your map too, people love em, they are fun too. Just what I do, you dont have too. :wink:
Marth8880
Resistance Leader
Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
Games I'm Playing :: Silent Hill 2
xbox live or psn: Marth8880
Location: Edinburgh, UK
Contact:

Re: Final steps before releasing a map

Post by Marth8880 »

THEWULFMAN wrote:Make a trailer as your playing your map too, people love em, they are fun too. Just what I do, you dont have too. :wink:
I already have a trailer for my map! Although I'm going to be making one or two more to go along with it as well as several gameplay videos.



@CalvaryCptMike
Off-topic(-ish): By the way, I understand why you did and I appreciate it, but you don't usually need to provide links for things like how to do a manual clean and the sort when it's responding to somebody who is not all that new to GT, not that I'm a veteran modder or anything.
User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana

Re: Final steps before releasing a map

Post by Teancum »

Make sure your sides are an efficient size. Nothing irks me more than downloading a 100MB map that could have been 20MB but people included whole custom IMP, REP, CIS and ALL sides.
User avatar
Snork
Lieutenant General
Lieutenant General
Posts: 669
Joined: Thu Jun 07, 2007 3:34 pm
Games I'm Playing :: SWBF2 and Minecraft
xbox live or psn: No gamertag set
Contact:

Re: Final steps before releasing a map

Post by Snork »

This ^

Downloaders are fickle. They'll be about to click the button and see the filesize. A few more clicks and they're on a totally different website. You've gotta rope them in with everything you've got if you want your stuff played. :P
modmaster13
General
General
Posts: 777
Joined: Wed Aug 18, 2010 4:23 pm
Games I'm Playing :: COD SWBF
xbox live or psn: KrypticcElementt
Location: Twitter @_KrypticElement
Contact:

Re: Final steps before releasing a map

Post by modmaster13 »

Imo, have some really crisp and fresh lighting. That is what makes a map cool Imo.
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: Final steps before releasing a map

Post by AQT »

modmaster13 wrote:Imo, have some really crisp and fresh lighting. That is what makes a map cool Imo.
Title of this topic wrote:Final steps before releasing a map
Gee, what if a map isn't meant to have "really crisp and fresh lighting"? :?
User avatar
Snork
Lieutenant General
Lieutenant General
Posts: 669
Joined: Thu Jun 07, 2007 3:34 pm
Games I'm Playing :: SWBF2 and Minecraft
xbox live or psn: No gamertag set
Contact:

Re: Final steps before releasing a map

Post by Snork »

modmaster13 wrote:Imo, have some really crisp and fresh lighting. That is what makes a map cool Imo.
Word. Having a good atmosphere makes the difference between a bunch of objects and an entertaining battlefield. Also, giving the impression that the battlefield is only a small portion of a larger geographical location is worth your time.

A good last minute step is playing through the map and making sure every single object is stuck into the floor. Having floating objects seriously takes away from the quality of the map.
User avatar
Marvel4
Rebel Colonel
Rebel Colonel
Posts: 556
Joined: Mon Jun 21, 2010 12:57 pm
Projects :: Marvel4s BF1 Conversion Pack + Era Mod

Re: Final steps before releasing a map

Post by Marvel4 »

True words. The lighting on the stock Mos Eisley sucks, imo. That's one of the reasons I converted the BF1 version, it looks much better.
Post Reply