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Sharing to the Workshop

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Uploading is a button. Deciding what deserves uploading is not, and the workshop has an explicit rule about the difference.

  • A rename is not a contribution. Low-effort copies are removed.1
  • Publish what you already train on. Not what you made and never played.
  • Tags decide whether anyone finds it. An untagged scenario is unfindable.2
  • Edits do not travel. A local change reaches nobody until you upload again.1

What is worth publishing

Low-effort content is removed. A copy of an existing scenario with nothing changed but the name is explicitly listed as grounds for removal, and repeat offenders lose upload access.1

Two uploads of the same original scenario. The one that changed only the title is marked removed. The one that added a demand the original lacked is marked as staying.Bassel Bakrhttps://github.com/Bassel-Bakr/aimRenamed onlythe originalsomeone else's workyour uploadnothing but the titleremovedActually changedthe originalsomeone else's workyour uploada demand the original lackedstays
Same donor, two uploads. Only the one that added a demand survives.

Read that as design advice rather than as a threat. If you cannot say in one sentence what your version demands that the original did not, it is a local scenario.

The bar that actually matters is your own routine. A scenario you have trained on for a week has been tested by the only method that counts. One you built and admired has not.

Name the weakness, not the look. The description and aim type on the Tags tab feed the browser's search and filters.2 A reader hunting for a drill searches by what it fixes.

Workshop content does get browsed and picked up by other players.3 A scenario naming the skill it trains has a real chance of being used.

Two facts that surprise people

A local edit is invisible until you upload again. Changing a scenario you already published enables the upload control again, and until you use it, other players still have the old version.1

That includes the map. A map lives inside the scenario, so an edited map only reaches anyone once you upload the scenario itself again.4

Three stages in a row: a local copy, the workshop, and a locally edited copy. A token travels from the local copy to the workshop, then on to the edited copy. A return arrow runs from the edited copy back to the workshop, labelled as a re-upload without which the change reaches nobody.Bassel Bakrhttps://github.com/Bassel-Bakr/aimUpload, edit, upload againan edit never travels on its ownLocal copyyours, editableWorkshopuploaded, unique nameEdited locallythe arrow lights againre-upload, or the change reaches nobody
An edit sits on your machine until you upload again. The workshop copy does not follow it.

The name has to be unique, and the upload is not instant. A duplicate title blocks the upload outright, and a successful one takes a few minutes to propagate before anyone can play it.1

You delete a scenario on the Steam Workshop website rather than in the game.1

Common mistakes

  • Publishing a scenario you have never used in a routine.
  • Leaving Tags empty, which makes the scenario unsearchable.2
  • Editing a map and expecting players to see it without re-uploading.4
  • Publishing a lightly changed copy, which gets removed.1

In practice

Let the routine decide. If it survived a week of your own training, it is worth other people's time. If it did not, publishing it wastes theirs.

Do this next. Take a scenario you built and have trained on for a week, write its Tags description as the weakness it isolates, then upload it.

Resources

  • Routines: whether the scenario earned its place first.
  • KovaaK's: the trainer whose workshop this is.

References