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Englisch [GUIDE] How to make a good file upload?

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alt [GUIDE] How to make a good file upload?

Rainoth
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flame Read this if you are new to uploading files, or a moderator told you to! flame

> Note (Time saver): Take 2 minutes of your time to read this. Not following these points will make your file quality low and chances of getting your file removed higher.

This thread is mostly meant for Counter-Strike 2D game uploads but some of the points apply on other game uploads too.

IMPORTANT THINGS TO DO WHEN UPLOADING A FILE >

OPTIONAL (BUT STILL IMPORTANT IF YOU ARE PLANNING TO DO THESE THINGS) >

> Do not forget to read the IMG:https://unrealsoftware.de/img/i_clause.png
Rules!
BEFORE you reply to someone that has commented on your file.

Cheers, I hope you've learned one thing or another. If yes, congratulations! Your file quality will definitely increase.

flame If I've missed any suggestions/points, feel free to comment them so I can add them to the guide. The rest (non-idea posts) will be removed.
22× editiert, zuletzt 07.11.15 00:35:27

alt Re: [GUIDE] How to make a good file upload?

ohaz
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Also, people should:
• if they create lua scripts:
> Never overwrite the server.lua
> Code the script in a way that it can be added by adding a single dofile() to the server.lua
• if they upload any gfx/map
> use a standard installation of cs2d to do the screenshots so people can see the "new stuff" instantly by taking a look at the screenshot instead of having to find out whether the changes are actually in the file or just a different mod

alt Re: [GUIDE] How to make a good file upload?

VADemon
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I see people adding their nicknames to file names, not only it's annoying but also shows (in case of good file uploads, e.g. Engi) how poorly moderated the file archive is (or how many shitty files are in the FA, so that people need to highlight their work by adding their nickname to the title)

IMHO: I think by just filtering out short descriptions, we could sort out only good uploads with a 90+% probability
1× editiert, zuletzt 17.10.14 20:40:22

alt Re: [GUIDE] How to make a good file upload?

GeoB99
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Also people should:
• NEVER upload files in a row (uploading a file and uploading another/other files at the same time).
• Choose the right section when you upload a file: for example if the archive contain a lua script then it's belong to the Lua Scripts section, miscellaneous files like translations, etc. belongs to the Misc. section and so on.

alt Re: [GUIDE] How to make a good file upload?

XoOt
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@user DannyDeth: because it's pointless. If you know you will create/upload one file after another (Which are mostly skins) you can simply update your previous file. Just in case they're all the same type, for example weaponskins. It would be better to update the previous upload and create a pack for those files. It's pretty annoying to see thousand skin uploads from the same author in a row. You're always like "oh this is marked as new" and when you open the file it's just another skin by the same guy. Those files dont even have the same reputation as the previous stuff got. If you create a map and a skin for example it doesnt matter in that case because it wont make much sense to merge those different files to a pack.

alt Re: [GUIDE] How to make a good file upload?

Rainoth
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Then it should be said PROPERLY:
• It is advisable to place files of same type (skins, maps, scripts) into packs instead of uploading them separately.
I personally disagree with this because uploading files separately allows for criticism for a specific file. For example, there's been quite a few file packs and they were overall good but some things weren't. If you want a person to improve, it's better to comment on each file as nobody bothers to do it for file packs.

@user GeoB99: Your second idea is good. I thought it was in guidelines but apparently it wasn't. I'll be sure to add it later.

alt Re: [GUIDE] How to make a good file upload?

J192
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DC should put "If you don't want to receive criticism on your file, then don't upload the file or disable comments instead of whining whenever somebody doesn't like your file for a good reason, you filthy cunt." in the uploading guidelines to avoid bullshit like this.
Seriously, a lot of people misinterpret criticism with negativity because of their big egos.

alt Re: [GUIDE] How to make a good file upload?

GeoB99
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I think you should also add a restriction regard adding your nickname in your map. I know, there's already such a restriction in CS2D website map tutorial or somewhere but it could be better if you put this restriction here.

If you take file Datei existiert nicht (16204) for example, in this file which contain also the map you can see how poorly done it is and not forget the user put his nickname in the map to make look more bad.

I don't know if you agree with me but there's no reason and it doesn't make sense to put your name in your map just to make it more cool, you can simply make a good briefing and put your name that you made the map but not put your name in your map. Some people must pay attention at this restriction and without put their names or other crappy names in their maps.
1× editiert, zuletzt 03.05.15 10:23:54

alt Re: [GUIDE] How to make a good file upload?

Rainoth
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@user GeoB99: Read the guide...
Rainoth hat geschrieben
If you're uploading a map, be sure to write the map type (i.e. de_,ctf_,as_,dom_ and so on) as well as describe your map in short. Writing your initials is alright but there's no need to write your username. People can see who uploaded the file when they click on it. Try not to include special symbols as they are unnecessary and annoying.

alt Re: [GUIDE] How to make a good file upload?

Rainoth
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I'm afraid I can only help you with uploading and matters around upload itself, rather than content quality.
I'll be sure to see if some good mappers and skinners could make some kind of tutorials to teach at least the basics.

alt Re: [GUIDE] How to make a good file upload?

Yates
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• Just a suggestion:
File screenshots of weapons preferably on a map using pure white tiles or dust tiles. This way we can clearly identify the look of the weapon in-game because the dust tiles or pure white tiles feel better on the eye.
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