Map Review Checklist

Map Review Checklist

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

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
tag-outline Tags: mapping guidelines
folder-open-outline Categories: guide