Also, remember to make a res file for your map so servers send all files to the client.
I can't remember how they're made exactly, but maybe someone around here can look it up.
I believe you make a maps\mapname.res file, and then list which files are needed....
Code:
"Resources"
{
"maps/mapname.txt" "file"
"maps/mapname.res" "file"
}
http://developer.valvesoftware.com/w..._Resource_File
The map's lua file(s) will be most important to list (maps\mapname.lua and any other custom scripts used), along maps\mapname.txt for the description, materials\vgui\loadingscreens\mapname.vmt & .vtf for the map overview loading screen, as well as potentially maps\mapname_level_sounds.txt and maps\mapname_soundscapes.txt for custom game sounds and soundscapes...and maybe in the future for extra vox and message support, maps\mapname_<language>.txt (localized custom messages) and maps\mapname_sentences.txt (vox). I think maps\mapname_<language>.txt is already supported by the looks of the TF2 GCF, so we'll have to code in support for custom vox sentences.