Level Editor/Workflows/Exporting and publishing: Difference between revisions

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Level Editor: exporting and publishing workflow
 
American spelling
 
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# When it finishes it says ''Export complete'' and where the file is. Click '''OK'''.
# When it finishes it says ''Export complete'' and where the file is. Click '''OK'''.


''Hold ESC to cancel.'' The editor does not respond while it bakes, on purpose, so the level cannot change mid-bake. A cancelled export says ''Export cancelled'' and ''No file was written''.
''Hold ESC to cancel.'' The editor does not respond while it bakes, on purpose, so the level cannot change mid-bake. A canceled export says ''Export canceled'' and ''No file was written''.


=== What goes into the file ===
=== What goes into the file ===

Latest revision as of 04:46, 20 October 2026

When a map is ready to share, you export it to a single .tsmap file. TeamSpec plays that file, and you can publish it on the Steam Workshop.

Exporting

  1. Save the map.
  2. Choose File > Export to TeamSpec (.tsmap)... and pick where to save the file.
  3. The Exporting Map window shows each stage and a progress bar. With Bake lightmaps on export on (the default; see Map Config) the light is baked as part of the export, which can take a while on a big map.
  4. When it finishes it says Export complete and where the file is. Click OK.

Hold ESC to cancel. The editor does not respond while it bakes, on purpose, so the level cannot change mid-bake. A canceled export says Export canceled and No file was written.

What goes into the file

  • The level: brushes, props, terrain, water, decals, lights and every gameplay entity.
  • The baked lightmap and the navigation for bots (nav regions with Bake On Export are baked again).
  • The gamemode scripts. An empty script pane is replaced by the starter script.
  • Your own imported models, materials, textures and sounds. Built-in assets are part of the game and are not copied.
  • The 3D skybox, full size, as scenery (the miniature is left out).

Hiding things in the editor (H, the cordon) does not change the export: hidden things are exported as usual. Player figures and the other editor-only helpers are never exported.

The export log

While exporting, the editor writes what it did to its log, including warnings about things it could not carry or had to change. The common ones, and what to do, are on Troubleshooting.

Playing the exported map

In TeamSpec, open Host / Join Game and click Import Map, then choose the .tsmap file.

Publishing on the Steam Workshop

In TeamSpec's main menu, open Workshop. The Steam Workshop window has two tabs.

Publish

Field What to enter
Map file (.tsmap) The exported file; Browse... to find it.
Title The map's name on the Workshop.
Description What the map is and how it plays.
Tags (comma-separated) For example ctf, indoor, small.
Visibility Public, Friends-only, Private or Unlisted.
Preview PNG (optional) A picture for the Workshop page. Steam requires 1 MB or less.
Existing file id (update) To update a map you published before, its Workshop id. Leave it blank for a new upload.
Change note What changed, for an update (Initial upload for a new one).

Pick a .tsmap and test it before publishing. Test in Game plays the file; Publish to Workshop uploads it.

My Submissions lists what you have published: click Refresh to load it.

Other exports

File > Export as GLTF... writes the level's geometry as a .gltf file for other 3D programs. It is not a playable map.

Related pages

TeamSpec Level Editor
Basics Getting started · Interface · Viewport and camera · Selecting and hiding · Keyboard shortcuts · Settings · Map Config · Troubleshooting
Menus File · Edit · View · Tools · Functional
Panels Scene tree · Inspector · Materials · Props · Snapping · UV editor · Displacement · Terrain
Tools Move, Rotate and Scale · Box · Sphere · Cylinder · Prism · Stairs · Spiral Stairs · Spiral Tower · Arch · Path Brush · Plane · Terrain · Clip · Duplicate · Ruler and Cordon · Edit Vertex and Edge · Edit Face · Loop Cut · Material Brush · Vertex Color Brush · Displacement · Prop Path
Entities Brush · Zone · Group · Mirror Node · Prop · Spawn Point · Supply Pickup · World Boundary · Lights · Water · Sounds · Anchor Platform · Payload Track · Boss Spawn · Map Marker · World Text · Decal · Door · Button · Logic entities · 3D Skybox · Nav Region
Workflows Your first map · Brushes and CSG · Materials and UVs · Lighting and lightmaps · Bots and navigation · Mirrored maps · Outputs and logic · Custom assets · Playtesting · Exporting and publishing · Importing Source maps
Scripting Overview · Server rules · Client HUD · Bots · Teams and spawning · Zones · Pickups · Payload tracks · Map entities · Sandbox limits · Testing · King of the Hill · Team Deathmatch · API reference · What a script may use