This checklist is intended for experienced map porters that already understand general porting concepts.
For more in-depth information on map porting, please see the map porting and zoning guides.
Step 1: Review zones #
- Zone points are placed precisely and well aligned to map geometry
- Zone points are snapped to map vertices
- Make sure to also review all regions if there is more than one
- Zones are large enough to prestrafe in
- Start zones encapsulate the restart teleport destination and use them as the target destination entity
- Zone regions are not overlapping and are a single shape if possible
- Checkpoints are placed where they can be hit consistently for better split comparisons
- This means placing them in the middle of hallways rather than after a turn where the player can hit the checkpoint sooner or later depending on how much they cut the corner (see zoning guidelines)
- The safe height is high enough to encapsulate any small extrusions on the floor, but also below climbable platforms that can give the player an unfair height advantage
- Explosive weapon modes should generally use the full height while non-explosive modes should use the base height when possible
- Max velocity should match point_servercommand settings if applicable
- Cancel zones are used in hub/stage select areas (only needed if it is possible to return to hub area from stages/bonuses)
- (Optional) Stages and bonuses should have names where appropriate to make them easier to identify
- (Surf only) Limit ground speed option should be enabled unless you are supposed to bhop in start zones
- (Surf only) Carefully review intended bhop platforms and add allow bhop triggers if needed
- Sometimes allow bhop zones are needed for stage end platforms. Use
mom_bhop_area_debug 1
to check the geometry. - Review WR video for ramp spine bhops or other intended bhop skips
- Sometimes allow bhop zones are needed for stage end platforms. Use
Step 2: Review in-game entities with entity tools #
- Teleport Velocity Mode Tool: Teleport destinations are marked as “Keep Negative Z” when inside of small player clip cages
- Boost Triggers Tool: Check boost triggers for exploits (see required entity conversions guide)
- Gravity Triggers Tool: Gravity triggers should persist gravity changes when the player exits the volume in CS:S maps, but not in CS:GO maps
- Model Scale Fix Tool: Check for any incorrectly sized props
- Bhop Trigger Fix Tool (Bhop only): If the map uses mpbhop triggers (triggers that force bhopping with targetname filters), check if they have been converted
- Bhop Block Fix Tool (Bhop only): If the map uses func_button/func_door bhop platforms, check if they have been converted to func_bhop
Step 3: Other in-game things to review #
- Refraction textures don’t have a dark tint (requires recompile?)
- Maps don’t have invalid textures, cubemaps, skyboxes or models
- CS:GO maps have an
env_cascade_light
entity if they use CSM shadows
Step 4: Lumper review #
- Check for invalid entities (“Entity Review” tab)
- Remove weapon strip entities unless adding/removing weapons is a part of the gameplay
- Check for Valve assets in the pakfile
- Check if ambient sounds and music are in the appropriate folders
- (Surf only) Remove logic_timer entities that teleport players to the jail
Step 5: Submission page review #
- Description should mostly match GameBanana submission
- Date created should match the date on GameBanana
- Credits should match GameBanana submission
- Screenshots ideally should showcase iconic/memorable parts of the map. Taking similar screenshots to the ones on GameBanana is also recommended.
- _njv or _fix suffix is removed from the map name
- jump_ prefix is renamed to rj_ or sj_
- Required games match what is displayed in Lumper