eclyps
07-25-2008, 09:43 AM
Below is information regarding mapping source maps with Hammer.
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This is an incredibly well written document containing every step of creating a map. He includes many vital steps that are often missed. I suggest all map makers read through this and use it as a guide for every new map.
http://www.stompfest.com/Downloads/TF2Tut.doc
(credit: Jeroen Dessaux from http://jeroendessaux.be)
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This is a basic hammer tutorial. It outlines many basic functions of Hammer, and shows you how to create a very basic box level. Essential for those who are new to Hammer
http://www.moddb.com/tutorials/beginners-guide-to-valve-hammer-editor
(credit: Sfisher7 from http://www.moddb.com)
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This is a slightly more advanced tutorial. It includes everything you'll need to build a source map, including the skybox, props, and functions.
http://www.editlife.net/tutorial.php?tutid=22
(credit: Raeven0 from http://www.editlife.net)
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This is the official Hammer wiki page, which has documentation on everything you will need, including game-specific pages. You will probably visit this website often and use it as a reference for all of your maps.
Main Page
http://developer.valvesoftware.com/wiki/Hammer_Editor_Documentation
TF2 Level Creation
http://developer.valvesoftware.com/wiki/Team_Fortress_2_Level_Creation
CSS Level Creation
http://developer.valvesoftware.com/wiki/Counter-Strike:_Source_Level_Creation
How to Develop a Map That Works
http://developer.valvesoftware.com/wiki/How_To_Develop_A_Map_That_Works
(credit: Valve)
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Stompfest User Tips
Here are some things you MUST DO while working on the SF map (or any other map for that matter)
In order of importance.
1. Do not use textures with the word "models" in their name. This will make the map act screwy, specifically the lighting and shadows. Model textures are for models, not brushes, so you should never use them.
2. If you have a brush with more than 6 sides (i.e. not a cube variation) consider making it a func_detail. If you have any cylinder brushes, make them func_detail always
3. When placing new brushes, try to use the largest grid setting you can. This helps things stay aligned. "[" makes the grid smaller and "]" makes the grid larger.
4. Something about nodraw brushes will be added here later when I get home from work.
Please PM me if you have additional documentation to add
-------------------------------------------
This is an incredibly well written document containing every step of creating a map. He includes many vital steps that are often missed. I suggest all map makers read through this and use it as a guide for every new map.
http://www.stompfest.com/Downloads/TF2Tut.doc
(credit: Jeroen Dessaux from http://jeroendessaux.be)
-------------------------------------------
This is a basic hammer tutorial. It outlines many basic functions of Hammer, and shows you how to create a very basic box level. Essential for those who are new to Hammer
http://www.moddb.com/tutorials/beginners-guide-to-valve-hammer-editor
(credit: Sfisher7 from http://www.moddb.com)
-------------------------------------------
This is a slightly more advanced tutorial. It includes everything you'll need to build a source map, including the skybox, props, and functions.
http://www.editlife.net/tutorial.php?tutid=22
(credit: Raeven0 from http://www.editlife.net)
-------------------------------------------
This is the official Hammer wiki page, which has documentation on everything you will need, including game-specific pages. You will probably visit this website often and use it as a reference for all of your maps.
Main Page
http://developer.valvesoftware.com/wiki/Hammer_Editor_Documentation
TF2 Level Creation
http://developer.valvesoftware.com/wiki/Team_Fortress_2_Level_Creation
CSS Level Creation
http://developer.valvesoftware.com/wiki/Counter-Strike:_Source_Level_Creation
How to Develop a Map That Works
http://developer.valvesoftware.com/wiki/How_To_Develop_A_Map_That_Works
(credit: Valve)
-------------------------------------------
Stompfest User Tips
Here are some things you MUST DO while working on the SF map (or any other map for that matter)
In order of importance.
1. Do not use textures with the word "models" in their name. This will make the map act screwy, specifically the lighting and shadows. Model textures are for models, not brushes, so you should never use them.
2. If you have a brush with more than 6 sides (i.e. not a cube variation) consider making it a func_detail. If you have any cylinder brushes, make them func_detail always
3. When placing new brushes, try to use the largest grid setting you can. This helps things stay aligned. "[" makes the grid smaller and "]" makes the grid larger.
4. Something about nodraw brushes will be added here later when I get home from work.
Please PM me if you have additional documentation to add