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View Full Version : Mapping tutorial please. :)



Vainglory
02-06-2010, 11:16 PM
Hi, I really want to learn how to start mapping, what's a good tutorial? Any suggestions or tips?

j0lt
02-06-2010, 11:17 PM
http://developer.valvesoftware.com/wiki ... vel_Design (http://developer.valvesoftware.com/wiki/Category:Level_Design)

Best place to start :)

Mith
02-06-2010, 11:21 PM
Yeah... Valve's wiki is were it's at basically. Start by going through the "Building your first map in Hammer", then when you've got the basics right, jump to the Counter-Strike: Source Level Creation and you'll be good to go (it takes time and practice also, obviously :P).

Vainglory
02-06-2010, 11:26 PM
I play 1.6 and that's kind of what I want to start on first.

krygenMV
02-07-2010, 08:00 AM
FPSBanana also has tons of great tutorials. Some starting tutorials:

http://www.fpsbanana.com/tuts/2164
http://www.fpsbanana.com/tuts/7287 - Part 1 of this tutorial
http://www.fpsbanana.com/tuts/7290 - Part 2

k1no
02-07-2010, 11:53 AM
Tutorials are really helpful but to become really good at mapping its good to just mess around with the program, you'll learn it faster that way.

TheDonut
02-08-2010, 12:24 PM
Maybe i will start mapping when i get my computer fixed. Looks to be fun.

duktayp
02-08-2010, 06:58 PM
http://www.youtube.com/watch?v=5W0sWjQ5XaA here mate, basics

j0lt
02-08-2010, 08:54 PM
Tutorials are really helpful but to become really good at mapping its good to just mess around with the program, you'll learn it faster that way.

This. I started out with the very basics then just got stuck into it.

As I found things I needed to do (say I needed to make a door) then I found a tutorial for that aspect and learnt it. It's the best way. Just don't expect your first map to be the tits, you'll need to make a few before you get fluent enough in Hammer to start making nice stuff.

The most important thing when starting though is to make sure you make good habits. Keeping brushwork neat is a habit, mapping for optimisation is a habit. You should read up on optimisation especially after you've got the basics down.

mikemhz
02-08-2010, 11:13 PM
Thought I'd mention that the 1.6 engine is no longer supported on the valve developer community, nor is GoldSrc editing still available on steam, but it might link you to an old forum for 1.6 mapping. Someone try and find it because I tried to make a London map on that last year but it was too big! I can't remember the site...

But tbh 1.6 engine is bad. GoldSrc Hammer is buggy and no longer supported. Use Source. It's just better.

k1no
02-08-2010, 11:27 PM
I've made plenty of maps for GoldSrc and I've only come across a few minor bugs.

mikemhz
02-09-2010, 12:29 AM
I've made plenty of maps for GoldSrc and I've only come across a few minor bugs.
and they'll never be fixed..

the biggest difference is that you can use models in source, and there are lots of them to choose from.

k1no
02-09-2010, 07:15 AM
Yeah that is true, models make it much easier.

Quindoo
02-09-2010, 12:52 PM
Yeah that is true, models make it much easier.

Doesn't have to be.

I've made several maps and projects with Valve Hammer Editor 3.4 and making own objects instead of using models is just as easy if not easier since 1.6 most players don't bother watching at every detail of the map. And even than, you can still make very nice looking objects with only a few blocks if done well. I recently started with Source SDK and I still have minor issues with choosing and placing models since they don't align with the grid as you want mostly.

mikemhz
02-09-2010, 01:52 PM
Yeah that is true, models make it much easier.

Doesn't have to be.

I've made several maps and projects with Valve Hammer Editor 3.4 and making own objects instead of using models is just as easy if not easier since 1.6 most players don't bother watching at every detail of the map. And even than, you can still make very nice looking objects with only a few blocks if done well. I recently started with Source SDK and I still have minor issues with choosing and placing models since they don't align with the grid as you want mostly.
Agreed, they don't align to the grid. This is annoying when you move a large group of brushes and models together because the brushes can move off the grid. A way around this is to move the group as close as possible, then deselect the models (and/or decals/overlays) and click the brushes into the right position.

The biggest problem with using brushes to create details is when you move them, resize or rotate them, they can become corrupted. You have to learn simple, elegant brushwork that always fits perfectly... but even that can mess up if you rotate it anything less than 90 degrees.

Also, complicated brush work drains resources (and GoldSrc doesn't use resources as well as Source does).

Joelw
02-09-2010, 05:35 PM
For source tuts, this guys an absolute legend:

http://www.youtube.com/user/3kliksphilip

For hl2, this guy is good at the tricky npc stuff (if you like that stuff)

http://www.youtube.com/user/cruckz