In this article we will talk about the "filling" of your map, which you post on the Internet as the final version.
So, the archive should contain:
All necessary WAD files with textures
If you compile with the -wadinclude parameter, then there are no worries, because all the textures are already inside the BSP file. Otherwise, you need to look in the map editor to see what non-standard textures you used when creating the map.
In Hammer, this can be done in the "Map/Show Information" menu. Then you will need to include all these WAD files in the archive or create one WAD file using the Wally program, into which you will copy all the non-standard textures. Naturally, you will need to reconnect the textures to the editor and compile the map again.
TXT file with a mission for each team (available for viewing in the game)
Information from this file is shown when logging into the server. The name of this file should be the same as that of your map, for example, if the map is called DE_COOLMAP, then the file will be DE_COOLMAP.TXT.
This file contains information about the author of the map (you can specify an e-mail and website address), as well as a brief task for both teams.
Creating a Readme file for the card
In this file you can write additional information about the map, such as the maximum number of players, a list of non-standard sounds, textures, models, compilation time, average r_speeds and much more.
RES file with a description of all non-standard files
This is a very important file, which, unfortunately, not everyone knows about yet. When loading a map, the server reads a list of all non-standard files that are used on your map from this file. When a player who does not have your card connects to the server, it automatically begins downloading all the files described in the RES file.
This way, you can be absolutely sure that the player will see your map exactly in the form in which it was created. For example, you used non-standard pictures of the sky. If you do not create a RES file and write the names of these pictures in it, then the player will see a standard desert sky on the map, which may not suit the design of your map.
Waypoints for POD bot (PWF and PXP files)
Waypoints are needed to play with bots. Today, POD bots have become widespread, so it makes sense to make waypoints for them.
You can include both a PWF and a PXP file in the archive with the map. The first is the actual record of the placed waypoints, and the second is the so-called expierence, i.e. skill, experience that bots have accumulated while playing on your map.
Don't forget to write the paths and names of these files in the RES file.
BMP image with a top view (overview) with a descriptive TXT file
Starting with CS 1.4, players had the opportunity to watch the battle from above in spectator mode. This function is carried out using two files, one of which is a picture in BMP format (resolution 1024x768 and 256 colors), and the second is a regular text file in which the display parameters of this picture are recorded.
Don't forget to write the name of the picture and description file in the RES file.
Necessary sky pictures (if the sky is non-standard)
If you use a non-standard sky on your map, then all six pictures must be archived. Also, do not forget to write the names of the pictures (along with the paths where they need to be copied) into the RES file.
All custom sounds, models and sprites
Well, by analogy with all non-standard files, you must include all sounds, models and sprites in the archive, if any are used on your card. The sounds should go to the sound/ambience folder, models - models, sprites - sprites.
We recommend organizing all the files in the archive into folders to avoid confusion. Imagine, you unpack an archive with a map and see 27 files :-[ ] What should I put where?!..
Create separate folders with standard names such as: cstrike, maps, models, sound, sprites, overviews, etc.
As a result, the archive structure should look like this:
| cstrike
| de_coolmap.wad
|----maps
| de_coolmap.bsp
| de_coolmap.txt
| de_coolmap.res
| de_coolmap_info.txt
|----gfx/env
| sky pictures.tga
|----overviews
| de_coolmap.bmp
| de_coolmap.txt (txt with overview parameters)
|----PODBot/WPTDefault
| de_coolmap.pwf
| de_coolmap.pxp
|----models
| all non-standard models.mdl
|----sound/ambience
| all non-standard sounds.wav
|----sprites
| all non-standard sprites.spr
So, the archive should contain:
- Map in BSP format
- All necessary WAD files with textures
- TXT file with a mission for each team (available for viewing in the game)
- Creating a Readme file for the map (number of players, installation, etc.)
- RES file with a description of all non-standard files that are used on your card (sounds, models, etc.)
- Waypoints for POD bot (PWF and PXP files)
- BMP image with a top view (overview) with a descriptive TXT file
- Necessary sky pictures (if the sky is non-standard)
- All custom sounds, models and sprites
All necessary WAD files with textures
If you compile with the -wadinclude parameter, then there are no worries, because all the textures are already inside the BSP file. Otherwise, you need to look in the map editor to see what non-standard textures you used when creating the map.
In Hammer, this can be done in the "Map/Show Information" menu. Then you will need to include all these WAD files in the archive or create one WAD file using the Wally program, into which you will copy all the non-standard textures. Naturally, you will need to reconnect the textures to the editor and compile the map again.
TXT file with a mission for each team (available for viewing in the game)
Information from this file is shown when logging into the server. The name of this file should be the same as that of your map, for example, if the map is called DE_COOLMAP, then the file will be DE_COOLMAP.TXT.
This file contains information about the author of the map (you can specify an e-mail and website address), as well as a brief task for both teams.
Creating a Readme file for the card
In this file you can write additional information about the map, such as the maximum number of players, a list of non-standard sounds, textures, models, compilation time, average r_speeds and much more.
RES file with a description of all non-standard files
This is a very important file, which, unfortunately, not everyone knows about yet. When loading a map, the server reads a list of all non-standard files that are used on your map from this file. When a player who does not have your card connects to the server, it automatically begins downloading all the files described in the RES file.
This way, you can be absolutely sure that the player will see your map exactly in the form in which it was created. For example, you used non-standard pictures of the sky. If you do not create a RES file and write the names of these pictures in it, then the player will see a standard desert sky on the map, which may not suit the design of your map.
Waypoints for POD bot (PWF and PXP files)
Waypoints are needed to play with bots. Today, POD bots have become widespread, so it makes sense to make waypoints for them.
You can include both a PWF and a PXP file in the archive with the map. The first is the actual record of the placed waypoints, and the second is the so-called expierence, i.e. skill, experience that bots have accumulated while playing on your map.
Don't forget to write the paths and names of these files in the RES file.
BMP image with a top view (overview) with a descriptive TXT file
Starting with CS 1.4, players had the opportunity to watch the battle from above in spectator mode. This function is carried out using two files, one of which is a picture in BMP format (resolution 1024x768 and 256 colors), and the second is a regular text file in which the display parameters of this picture are recorded.
Don't forget to write the name of the picture and description file in the RES file.
Necessary sky pictures (if the sky is non-standard)
If you use a non-standard sky on your map, then all six pictures must be archived. Also, do not forget to write the names of the pictures (along with the paths where they need to be copied) into the RES file.
All custom sounds, models and sprites
Well, by analogy with all non-standard files, you must include all sounds, models and sprites in the archive, if any are used on your card. The sounds should go to the sound/ambience folder, models - models, sprites - sprites.
We recommend organizing all the files in the archive into folders to avoid confusion. Imagine, you unpack an archive with a map and see 27 files :-[ ] What should I put where?!..
Create separate folders with standard names such as: cstrike, maps, models, sound, sprites, overviews, etc.
As a result, the archive structure should look like this:
| cstrike
| de_coolmap.wad
|----maps
| de_coolmap.bsp
| de_coolmap.txt
| de_coolmap.res
| de_coolmap_info.txt
|----gfx/env
| sky pictures.tga
|----overviews
| de_coolmap.bmp
| de_coolmap.txt (txt with overview parameters)
|----PODBot/WPTDefault
| de_coolmap.pwf
| de_coolmap.pxp
|----models
| all non-standard models.mdl
|----sound/ambience
| all non-standard sounds.wav
|----sprites
| all non-standard sprites.spr
The remaining parameters are not so important, but we still list them:

















ORIGIN is the coordinates of the image's rotation axis. Note that the third digit (circled in yellow) must be one greater than the Zmax parameter. The same number must be written in the HEIGHT line. With this value, circles representing players will be displayed correctly. Otherwise, the yellow leg indicating the height at which the player is located may be too short, in which case the circle will merge with the picture, which in itself is bad.