Final Map Checklist

Is your map ready to go? Here is your basic checklist to help you make sure it's good to go. Once you have all of this done, contact an MBII dev to have them approve it into MBII's community map packs.

* Did you do a playtest? Before a map is released, you should have done dozens of these. Host an event or two, or three to fine-tune your layout and have players find issues for you
* Are your directories well organized? Try to make sure all of your textures, scripts, gfx

* Compile considerations
	+ Use a higher -samples for your final compile, something like Samples 3-4 generally works well for high quality shadow detail. To further fine tune your lightmap quality, use -samplesize # and pay attention to your BSP lightmaps generated. Any map cannot exceed 250 lightmaps, but if you have 100 BSP lightmaps generated, you can increase the size of your lightmap quality by lowering your -samplesize in the BSP and LIGHT build options. Try lowering it incrementally until you reach as close to under 250 BSP lightmaps as possible. Default -samplesize is 18
	+ Shadows looking weird? Try grouping the brushes which have blocky looking shadows and using \_ls (lightmapscale) as a key in the func\_group. Lower the number of \_ls (use half increments, so default is 1, 0.5 is 2x higher quality lightmap and so on). Outdoor skybox lighting looking too shadowy or dark? Mess with your skybox shader.
	+ Add a large system/lightgrid brush around the entirety of your map where models can be. This will tell the compiler where to consider grid lighting and cut down compile time. Think of it as a boundary for the light that falls onto your player (or other models).
* Worldspawn considerations
	+ Too shadowy or dark? Try increasing \_minlight (your shadows) \_minvertexlight (your overall 'fill' lighting) and \_mingridlight (the light as it appears on your models, including player models) to get to a nice shadowy-yet bright balance.
	+ Did you add music? Do this by adding the directory music/nameofmap/nameofsong.wav into the worldspawn
	+ Generating too many portals? Increase your \_blocksize from the default of 1024 to larger to have less portals overall. Should help with compile time in the VIS process. *You can also put caulk in empty parts of the map to block portals entirely.*
* .Siege consideration
	+ Does your map have proper secondary and final obj icons? Does it use obj hints?
	+ Are their sounds you want to have played when the round ends for either team?
	+ Does your map have a proper Mission briefing explanation of objs?
	+ Do you have a minimap?
	+ FA:
		- Do you have an FA created for your map? This means proper .mbtc and .mbch files (within ext\_data, using the guide Creating your first FA).
* Do you have two levelmaps (loading screen)
* .Arena file. (created in /scripts) This file is what makes the map show up in the listing at the main menu. Required if you want people to see your map in the menu.
* Gameplay Feel
	+ Is it fun? Do you have enough gimmicks in the map to keep gameplay fresh and exciting?
	+ Are there good ways for classes with low mobility to move quickly from spot to spot? Small 'roll' ramps in large areas are always a nice addition, players love those. Did you do a bug test to make sure players can't get to timewasting spots or inside of areas they should not?
		- Did you test it in Legends to make sure smaller player models like Yoda or Grogu aren't able to cheese stuff?
			* Deka test?
			* Can SBDs walk-up elevations shifts properly or do you need to add clip ramps for them to do so?
			* Does flying around as a mando feel smooth or are you bumping into weird clipping?
			* Are there jedi/sith 'ramp' spots which feel too strong? (This is done by jumping into diagonal brushes to launch yourself that direction. Thanks, Quake Engine.)