If you wish to submit your map to VSR, there are certain standards you should follow.
Much of this is common sense anyways.

General:
	Maps need to be of decent quality.
	Maps should be original, as in not a direct copy of some other map. If you want to make variants of the same map, use the same .TER file. (Check ascii .bzn file to change .ter file used.)
	
	Your map should be tested within the same scope VSR assets are loaded to check for file clashes.
	Your map MUST be error free. Check your BATTLEZONE.log file to confirm this and search for "ERR |".
		BATTLEZONE.log may be located in: '%userprofile%\documents\my games\battlezone II\BATTLEZONE.log' or 'BZ2root\BATTLEZONE.log'
		Do this until there are no error messages.
	
	Your map should cater to the looks of all graphical settings, such as Low/Med/High terrain setting, No/One/All lighting, water reflection, props High/Med/Off, etc...
	Scrap pools should blend in with the map color and use the 0th texture layer so that Low terrain settings users cannot see the pool's seam.
	
	Areas of your map not in use should have an edge path to cut off that area.
		To do this, using bz2edit.exe hit ctrl+shift+F9 and press 1, then 2 for edit path.
		Create a diagonal line across the map by clicking once near the upper left area, then a second time near the lower right area.
		Name this path "edge_path" by clicking on the lower left rectangle and save the map. The area between the two points will be the playable map area.

Organizing:
	Maps specifically made for VSR should have file names prefixed with 'VSR'. Example: "VSRMapFName.bzn"
	
	Shellmap texture (Source & dxtbz2) belong in the map folder. (Where bzn/trn/wat/ter/des/inf resides.)
	Map assets should be in a folder called "Assets" and textures in a folder called "textures" inside of your map folder. Assets includes sounds, ODF files, and models.
		If textures are specifically intended for use on a model, it may be included in the "Assets" folder rather than the "Textures" folder which is intended for map TRN textures.
	Map sky sprites/dome models & textures should be included in a folder called "Sky".
	
	Your map should be in a folder named after your map, which should be inside of a folder named by your full nick.
	Also see "Naming standards" below.

Naming standards:
	Map must begin with one of the following prefixes based on game mode:
		"ST: ", "DM: ", "FFA: ", or "CTF: ".
	
	Map must have a second prefix called "VSR: ".
	
	Map should have a third prefix that is an abbreviation of your nick or clan, but this is not a requirement. (One or the other, not both.)
		See "VSR Contributor Abbreviations.txt" for a full list.
		If you're not a previous contributor, create an abbreviation 2 to 3 characters long.
		If it's a clan, only put the clan in the map name and credit the author(s) in the description file.
	
	Map name should use title case.
	
	Example: "ST: VSR: Abv: Full Map Name" or "ST: VSR: Full Map Name"

File Size standards:
	Maps should be around 1.2MB or less.
	This limit is raised to around 2.2MB if it's an FFA map or contains extra prop assets.
	If your map does not use water, delete the generated .wat file.
	.trn files should only contain the [Texture] section, other sections are not used by BZ2.

Asset standards:
	If you want to make a map based on a certain world/environment, check the "- Shared Map Assets" folder for textures and assets which may already exist and be reuseable.
	
	Assets should be prefixed with 'vsr'. For example: "vsrMyProp01.odf".
	
	Readme files or anything of the such should be prefixed with your map name so they do not clash with anything else. Example: "vsrAIDS - Readme.txt"
	
	The shellmap icon for ST and FFA maps must be the normal "/shellmap 128" cmd line map thumbnail icon as seen ingame. You may need to flip the map vertically.
		Please provide your shellmap source image. If not, include a 64x64 version called "mapname_vsrthmb.dxtbz2".
	
	.INF files must contain VSR settings, copy a map .INF from an existing VSR map of your map's game mode.
	Map .DES (description) file should contain amount of loose, pools, and author name.
	
	ALL textures MUST be in .dxtbz2 format, also you should include the source texture (png/bmp/tga/etc...) in addition, these source textures won't be distributed with VSR.
		See http://matesfamily.org/bz2/ for BZ2 DXTGen to do this.
		.dxtbz2 files should be in the same folder as their source textures.
	ALL .xsi files MUST be in .msh format, also you should include the source .xsi in addition, these source models won't be distributed with VSR.
		.msh is generated by BZ2, check your 'BZ2root\data\bindata' folder, or '%userprofile%\documents\my games\battlezone II\data\bindata' after spawning object ingame.
		.msh files should be in the same folder as their source models (.xsi).
	
	You should save your map in ASCII format.

{ST} Strategy standards:
	Normal shellmap thumbnail.
	Map must be symmetrical for both teams, includng:
		Same amount of pools on each side.
		Same amount of loose on each side.
		Generally same mountains/terrain height on each side.
	Avoid using bridges and accessable water unless you have experience using and testing with the pathing system.
	Map DLL MUST be "strategyVSR.dll".

{FFA} Free for All standards:
	Normal shellmap thumbnail.
	Map must be symmetrical in the sense that all bases have near equal access to loose and pools.
	Avoid using bridges and accessable water unless you're an experienced modder that understands the pathing system.
	Map DLL MUST be "strategyVSR.dll".

{DM} Deathmatch standards:
	Use VSR weapon crates instead of stock when possible.
	Create at least 6 different spawns (pspwn_1).
	Instead of using apserv for repairs, use apammo and aprepa.
	All powerups and health/ammo should have a 15, 30, 60, or 120 second delay.

{CTF} Capture the Flag standards:
	Use VSR weapon crates instead of stock when possible.

{MPI} Multiplayer Instant standards:
	ALL MAPS MUST HAVE ISDF BLAST SHOOTING STATUES FROM PLANET BANE.
	ALL POOLS EXCEPT PLAYER BASE POOL MUST CONTAIN 1 RAT, TO MAKE IT VERY HARD FOR THE PLAYER TO OBTAIN THOSE POOLS FOR A CHALLENGE.
	SOME SHIT INVOLVING DAY WRECKERS OR FURIES. ANYTHING.
	RAVE CANNON OR SOME SUPER SHIP OFF MAP ACCESSIBLE VIA TUG.
	DO NOT SUBMIT MPI MAPS.
