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 Post subject: How to package maps
PostPosted: Tue Mar 02, 2010 9:13 pm 
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I just want to touch on this subject, as it seems some people just throw all the required files in a directory and zip it up, this is just unacceptable in most cases, as some people (the ones who will be playing your map) wont know what to do, so I am going to make a basic guide to follow when packing up the maps you make.

First, you should have the full Unreal Tournament directory tree inside the directory you plan to zip up. Say for instance the map name is CTF-MapName.unr so you need to create a directory called CTF-MapName, then inside that directory you need to put the directories of Unreal Tournament in there if the map uses a custom package from that directory. So lets say there is a package named SomePackage.umx, Textures_Package.utx and a SoundEffectsPackage.uax package that your map uses that doesn't come with the game.

So you will create a directory tree like so.


Since you should ALWAYS include some kind of readme file in with your maps, explaining how to install the map, how to contact you, and if you'd like some kind of story or something for them to read. Then you need to put a Help directory in there as well.


So lets show what a sample directory structure should look like, assuming a map uses files from all know UT file types.


All of this in an archive named CTF-MapName.zip

This way, when a user downloads your map, unzips it to his/her desktop they can easily just select all the directories and drag them into the UnrealTournament directory, instantly installing everything needed to play the game. If your map requires the BonusPacks, then you should NOT include them in the archive, but rather mention that you will need to install the BonusPacks in order to play the map somewhere in the readme file, so users will know.

Far to often do I see map archives with all the files placed in the root directory, without a readme file. Sometimes missing files required to play the map, so I have to track those down as well. This should eliminate that problem, as well as make it easier for the player to install custom maps locally on there own computer to play offline. (or new server admins to be able to easily install the map his server)

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