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'Death' Testing How-To
Because sooooo many maps that are submitted to us do not even pass the initial 'Death' Testing, I've decided to write up this How-To on the process so you mappers can do this yourselves before submitting your maps. This will hopefully free us up to add more content and other wise keep the rest of the site up and running.

What is 'Death' testing and why do it?

Basically 'Death' testing is a small series of tests that we put the maps through to make sure that they meet the requirements set forth here, in the AQMD Map Requirements. The primary reason we do this testing is to assure that any map can be downloaded and extracted by anybody, newbie or expert - on any OS, and they will have all necessary files in all the correct places so they will just be able to jump on a server and play.

There are two steps to 'Death' testing: 1) Checking the zip file for correct structure and making sure that it contains all necessary files and 2) At least a short run through of the map to check for high r_speeds, any visual odditites that may hinder gameplay (like clipping and texture missalignment) and making sure the map fits the Action theme.

During both of these phases we also look for any illegal textures being used.

This document will deal primarily with the first part of the test - checking the zip file for correct structure and all necessary files. The second part of the test should be rather self explanetory except for r_speeds, which you can find information on here. As for illegal textures - anything from any game other than Quake2 or any free Quake2 mod is probably illegal. If your using one, your map won't pass.

Ok, enough of the propaganda - how to do it!

Mappers: Before doing this, we would recommend running your map (.map) through MapSpy, making sure to check the box to force file names to lower case. You will then need to re-compile your map and package it up into a zip file as described in the Map Requirements.

Now to the important stuff. There are two different methods that can be used to do 'Death' testing. The best way to do it (and the way it would be done in a production environment) actually requires loading the map on a server and connecting to it using a *nix (Linux) client, but since this is beyond the resources of most mappers, it can also be done in Winblows using some very basic tools. I will explain the Winblows method first as it is the way most of you will probably do your testing.

Method One: The Winblows Way

Method Two: The 'Right' Way

That's about it, other than making sure that the zip file contains some type of readme file (preferably named [mapname].txt) and contains no extra files like screenshots or custom config (especially custom configs).

Death Magnet

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