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TEST YOUR MAP BEFORE YOU PR: A How To

PostPosted: Mon May 05, 2014 3:20 am
by Ikarrus
Map Testing Checklist
If you plan on pushing a significant map change, you need to test your map on a local server for errors before submitting it.

Simply follow the steps below and you should be able to catch most errors mapping changes bring:
- Debug Tab > Debug Verbs
- Mapping Tab
- Check for errors for cameras, power cables, and atmos pipes
- Powersink the station and ghost around to check for unconnected powernets
- Ride disposals from start (locker room on box) to finish to check for broken disposals
- Make yourself an AI and check for blindspots
- Fix your errors, and run through this list again to double check, because chances are you missed something or you broke something else. That's just how it is.

Things to avoid:
-Avoid placing piping and wiring under machines. This makes it easier to repair them should they get damaged
-Avoid piping and wiring through walls for similar reasons, especially r-walls.
-Avoid placing scrubbers and air vents under objects. It's better to leave them in the open and visible so people can use them.

Doing so will save everyone a lot of headaches down the line. Specifically, yours, because you will have to fix your own shit.

Re: Map Testing Checklist

PostPosted: Mon May 05, 2014 12:39 pm
by AseaHeru
Posting to sticky this.

[Deleted]

PostPosted: Thu Sep 04, 2014 6:50 pm
by Ikarrus
PostThis post was deleted by Ikarrus on Tue Jul 28, 2015 4:30 am.
Reason: Map merger is slightly less terrible to use now

Re: Map Testing Checklist

PostPosted: Tue Jul 28, 2015 4:27 am
by Ikarrus
Bump and sticky because this has become quite a problem recently.

Re: TEST YOUR MAP BEFORE YOU PR: A How To

PostPosted: Tue Jul 28, 2015 6:41 am
by callanrockslol
Are you suggesting that people TEST their CHANGES?