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View Full Version : Mapping Cs:s with Hammer etc.


jimeh
02-06-2005, 08:26 PM
Noob mapper here, and I just made my second, slightly ever so nooby map, aim_jimeh ;).
I have two other maps in production, aim_jimehawps, and de_jimeh.
De_jimeh will be some sort of warehouse/tower/courtyard map, obviously plant/defusal, and it will have plenty of detail etc.
Aim_jimeh, this map I'm gonna present to you is just a general aim map, very simple geometry etc with minimal detail, just to test out clipping and boring learning stuff, which general noobs do.

http://img27.echo.cx/img27/4517/aimjimeh00007bw.jpg
This is the general map overview.

http://img27.echo.cx/img27/7458/aimjimeh00010ex.jpg

http://img19.echo.cx/img19/8217/aimjimeh00020xm.jpg
This is one of the two towers which you aim from, although the inside is quite dark, which I need to sort out with a little spotlight or something.

http://img214.echo.cx/img214/875/aimjimeh00036xq.jpg
This is the back of the box showing the steps up onto the top, they are vertical so you can aim on top of them and quickly retreat.

Inside each box is a pillbox type hole with some small steps leading up to the roof (you have to crouch). Turned out to be quite a fun map to make, and I learnt how to iron out problems easily and a few new techniques.

Lagmeister
02-06-2005, 08:54 PM
Well, I did make maps once upon a time, but I did it with radiant for Call of Duty, a horrible program that you had to write batch files for so you could compile your maps, and involved making portals to stop the whole map from being drawn and in general it was fun but I didnt get very far, what I did do looked impressive but I might skip over to hammer for a while before CoD 2 comes out, hopefully with an SDK on release.

Playbus
02-06-2005, 09:04 PM
For your second ever map, that looks great.

My third map was much worse.

Give me a shout on MSN sometime and I can help you with stuff I know.

NB I'm no expert yet.

jimeh
02-06-2005, 09:32 PM
Hah, you know more about it than me.
My first map is called de_jimcrate. It involves a very sketchy tunnel and a box FULL of crates- I'll just go and try to make some screens of it.

De_jimcrate was my first full map- I learnt:

Texturing
entities
lighting
skyboxing
bomb plant spots

I am yet to spend more than 4 hours to complete any of my maps :p
How long did de_explosivo take you playbus? That thing is hooooj.
Ive used interlopers and TWHL mostly for my mapping. They seem like the best resource. I might even spend the bandwidth on looking at some video tutorials.

http://img41.echo.cx/img41/1729/dejimcrate00022ju.th.jpg
http://img197.echo.cx/img197/3074/dejimcrate00033vc.jpg
http://img241.echo.cx/img241/4759/dejimcrate00044dd.th.jpg

Also has anyone checked out the dust tutorials in pcgamer?
They're quite helpful for ideas on layouts etc, and help on some nifty things.

Playbus
02-06-2005, 11:55 PM
Explosivo took me a week -- but it was a learning map, the first I had ever done in Source. I used it mainly to learn about displacements and the new lighting system.

I'm planning a far superior map shortly :D Wanna help?

jimeh
03-06-2005, 08:12 AM
Could help, im trying to think of ideas (that haven't been done yet) for a new one, gotta learn some more basic things first mind.

Buzzsaw
03-06-2005, 08:28 AM
I have SDK (not used it yet) and would appreiate some sort of basic tutorial. Is there anywhere on the web i can get one? If not, a short e-mail would be great. :)

jimeh
03-06-2005, 09:08 AM
Playbus just showed me this.
http://www.hl2world.com/wiki/index.php/Category:MappingTutorials
Lots of good tutorials on there.
Some old ones from http://twhl.co.za/tutorialbrowse.php?tuttype=1&subtype=1 still apply to source, but dont count on half of them to be true.

Nocashvalue
03-06-2005, 09:34 AM
Explosivo took me a week -- but it was a learning map, the first I had ever done in Source. I used it mainly to learn about displacements and the new lighting system.

I'm planning a far superior map shortly :D Wanna help?

Is that the mansionlike one, or a different one?
If it's the mansionlike one, we prolly need all the help we gan get :D

JimmywiT
03-06-2005, 09:41 AM
How the hell you can call cs_lilhouse a mansion is beyond me :p .

Lagmeister
03-06-2005, 12:51 PM
I might try and make a map based around some of the features that I liked about my old map that I was making, probably my bomb damaged crypt I might still have some pictures lurking about for it, though probably not too much.

wyrd_fish
03-06-2005, 01:11 PM
i much prefer UT's editing model

you start with a solid world rather than an empty one and there's no compiling to do

much easyer to say make me a room this big

than make me a box, now hollow it, oh shit, it leaks


that said, i have had some good fun in hammer/wc, mainly making fights between barny's and marines in HL :D

Pilk Man
01-07-2005, 05:20 PM
Can somebody please give me really easy links to the stuff I need to make maps? I tried it earlier today and I got confused :nana:

Cloud
02-07-2005, 11:34 AM
Looks quite nice :) I hope you stick to mapping and make more.

This is a map im currently working on, a remake of fun_allinone from 1.6 for css
http://img26.imageshack.us/img26/8448/fun10va.jpg (http://img77.echo.cx/img77/7836/26hs.jpg)
http://img26.imageshack.us/img26/2710/fun22ky.jpg (http://img77.echo.cx/img77/4898/17mu.jpg)
http://img26.imageshack.us/img26/4162/fun37gv.jpg (http://img77.echo.cx/img77/261/37lv.jpg)
http://www.zippyvideos.com/112263441506065.html (this is what happens if you spawn camp outside the glass cage)
Nowhere near done yet.

Here is the last one i finished too. - FY_Snipertowers
http://img26.imageshack.us/img26/3339/snipe0wu.jpg (http://img193.echo.cx/img193/4275/fysnipertowers00077db.jpg)
download link and more screenies (http://www.hl2world.com/bbs/dload.php?action=file&file_id=2160)
-------
Pilkman:
http://www.hl2world.com/wiki/index.php/First_CSS_Room

Pilk Man
02-07-2005, 11:56 AM
Cool thanks!

Only thing is I found hammer on a website and installed it but it wouldn't work! :@ Anyone know where to get the "official" one?
Preferably with plugins or whatever you need to use it :D

EDIT: If not help on setting up the complicated-looking opening screen would be great :D

Cloud
02-07-2005, 02:03 PM
You get the official one by starting steam, go into the game list and towards the bottom download the source SDK. hammer is included in the SDK

Buzzsaw
02-07-2005, 03:06 PM
I had a go at a tutorial and then just gave up. Sometimes i don't think tutorial makers realise you're a n00b. I.e.#

"I DON'T JAVE A FRIGGIN CLUE WHERE THE ENTITY BUTTON IS"

^See. I remember something, at least. :eng101:

Pilk Man
02-07-2005, 03:17 PM
GRRR Hammer is driving me mad!

How the hell do you get multiple views up so that you can see your objects from more than one viewpoint?!

Cloud
02-07-2005, 08:38 PM
Buzzsaw, the entity button is the white one. (no not the white cube, the one above it)
But yes, it is annoying when you do a beginner tutorial and alls they say is gibberish to you

Pilkman, is there 4 windows up or just one? if there's 4, rightclick in the top left of one where the text is and change it to the view you want.
If there's one.... i have no idea

jimeh
02-07-2005, 08:44 PM
Cloud, your remake is looking good :D will love to play it soon, allinone is my fave.

Lewiji
02-07-2005, 08:46 PM
Is allinone the map with all the different portals to different aim bits like shotgun arena, AWP towers etc? If so...It's so going on my server :D

Pilk Man
02-07-2005, 08:50 PM
Well it was the changing 1 view into 4 I was interested in but it's ok...I'm managing fine like it is! :D

FINALLY worked out how to use Hammer to some respectable degree and so watch this space (or a space following this) for my first map "warwall"!

Dose it have to be called like CS, or DE?

jimeh
02-07-2005, 08:55 PM
No, if its just a fightin' map call it a fy_ map, fightyard.

Lewiji
02-07-2005, 09:00 PM
Map naming:

de = Bomb map
cs = Hostage rescue
fy = Fight yard (free for all type maps)
ka = Knife arena
awp = Guess what this is.
he = nade map.
aim = Skill maps usually with a particular weapon, eg aim_awp or aim_akcolt
dm = Deathmatch

Also there are a few weird/ego ones, such as:

surf = skill movement maps, usually with odd gravity settings etc, not meant to shoot on them just try and get to the end without dying.

Named ones like knas_ are just ego-boosting maps by a certain creater.

fun_ which is just another way of naming an fy_ map, although fun_ ones are usually more novelty eg lego maps or whatever.

Pilk Man
02-07-2005, 09:20 PM
Cool! FY it is then! :D

Also how do you rotate spawn points? I've created a few in my map and (if the little yellow line denotes direction facing) they'er all facing the wall whereas I want them looking towards the center of the map! When I transform/rotate them they just move :nana:

Any ideas?

EDIT: Also some info on making buy zones would be helpful! :D

Timmeh
02-07-2005, 09:34 PM
kz = climb maps

Awkward bastards where you have to jump from ledge to ledge and if you fall, end up right down at the bottom again crying in a heap. I used to love them. Me and JimeH^ played one pissed a few weeks back, it was frustrating :p

jimeh
02-07-2005, 09:42 PM
Yeah, i found a Uk/German server which is really good with jump points :D Will ahve to paly with you some night on it :p

Pilk Man
02-07-2005, 09:56 PM
Hmmm...when placing spawn points do they all have to be upright? Some of mine appear to be laying on their side... :rolleyes:

Cloud
02-07-2005, 10:00 PM
Cloud, your remake is looking good :D will love to play it soon, allinone is my fave.

Thanks :D

Is allinone the map with all the different portals to different aim bits like shotgun arena, AWP towers etc? If so...It's so going on my server :D

Yes, yes it is

spawn point stuffs

select a (or multiple) spawn points, and press CTRL+Enter to bring up the properties.

Under pitch raw roll. change the second number to 180. This will flip em around.

Or you could just use the rotate thats in the menu somewhere (cant remember off the top of my head right now though)
-----
Buy zones: Make a rectangle shape, whenever the player is inside this is when they can buy, give it the 'tools/trigger' texture. (this is invisable ingame)
Then with it selected hit CTRL+T, then in the properties that pop up, in the drop down list on the top left, find and select func_buyzone.
Then change the properties for it accordingly. They are self explanitery

Hmmm...when placing spawn points do they all have to be upright? Some of mine appear to be laying on their side... :rolleyes:

haha im not sure, you could just click in the 3d view on the floor though where you want them (with the entity tool on) and it makes them upright.

just make sure you dont have them really close to the ground, sometimes it can bugger them up and stop them from working.

Pilk Man
02-07-2005, 10:39 PM
Buy zones: Make a rectangle shape, whenever the player is inside this is when they can buy, give it the 'tools/trigger' texture. (this is invisable ingame)
Then with it selected hit CTRL+T, then in the properties that pop up, in the drop down list on the top left, find and select func_buyzone.
Then change the properties for it accordingly.

EDIT x 2: Ok I need help again! Can somebody tell me how to make 2-way teleporters? As in go through one and come out the other then go back through to the first?

EDIT x 3: NOOO!!! IT SAVED FUNNY AND IT'S ALL GONE!!! *sobs*

Aah well...I'll rebuild it when I can next be assed :D

Cloud
03-07-2005, 10:02 AM
Make another rectangle, with the trigger texture again. But this time whenever you walk into it you are going to get teleported.
make it a trigger_teleport

Then make a info_teleport_destination somewhere in the map and name it,
then put that name in the 'remote destination' part of the trigger_teleport.

If you want it two way just do the same thing for whereever you teleport to. just make sure you dont put the destination inside one of the trigger_teleports :P