I think GoldSrc is more fun to create maps for...
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- Опубліковано 3 жов 2024
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#halflife #modding #goldsrc
GoldSrce is just more cozy imo. The feel and aesthetic of it is more appealing. Source 1/2 are still amazing.
It might also just be the concept of working with more limitations. I love the way old games look with limitations in place. The original quake's art style looks great, especially for 1996.
Yes, much more charming. GoldSrc all day!
GoldSRC is cozy
Source is scary
Source 2 is cool
feel the same way. Source is eerie, goldsrc is cozy.
source 2 mapping is amazing especially with the S&box toolkit and it just feels a lot faster to make maps in
You're spot on. In GoldSrc, you can just model what you need by slicing cubes. In Source, it's either you go on the journey of creating a model, or use Valve's. Not the same
Altrough brushes still exist in Source, but i suppose it won't look good and bit tedious?
Though Source is objectively better, I can definitely understand GoldSrc being a lot more accomodating for people who just want to create maps and mess around with the game for the sheer fun of it. About a year ago I went back to relive my GoldSrc mapping days after nearly 10 years of working exclusively with S1 and it did feel like homecoming in a way.
I absolutely agree. Since Half-Life's graphics are blockier, more dated and less realistic, your imagination can run so much wilder with it's possibilities. That's why i've never been a huge fan of HL2 mods (with outstanding exceptions like Entropy Zero) because the graphics feels too "locked in" to it's more realistic style. Half-Life 1 mods are so much more interesting because of that if you ask me. I would love to see more!
You should continue making maps mate. They look good. :)
Not gonna lie, your vibrant take on lighting is way better than something "realistic" would be.
Totally agree!
There's realistic... And then believeable in the context of a game, like this! :)
This is why I love modding for GZDoom the most. The highest effort assets you need aren't models, they're textures and music. GZDoom also offers a flexible and powerful coding system which allows you to make the Doom engine into something not really resembling Doom.
goldsrc has a real vibe to it. I like to just walk around in it and hang out, so thats what ,most of my maps are, just neat places to hang around in.
I fully get how the simpler workflow lets you technically get more done faster. A detailed room can take half the time and you get complete control over the “props”. You want a 300ft barrel, just make it. It’s an easier groove to get into. Personally I do prefer source and feel I can do more creatively with it.
But man detailing is hard work when you get to a large scale map. I’m currently working on a fairly complicated csgo map and I’ve hit engine limit after engine limit with how hard I’m pushing it. Brush limits from detailing and trims, dealt with texture info limits the entire time until I realised how to optimise that, plus I’m grafting in some new mechanics and it gets messy fast. Still love the feeling of getting over the hurdles though.
It’s a hobby I struggle to shake off even when I feel I’m not that great with some aspects. Valve give me cs2 lmao I need new hammer already
That's why I use Xash engine - it has goldsource vibes, yet it also has model support and much more expanded limits (some are even higher than Source). Like Signal Lost, Starlight, Diffusion, Time Warp, Area 51, Paranoia 2....all of them are using Xash and rightfully so
This video took me back to my mapping years. i made so many maps of all kinds of gamemodes but its outdated now. you cant find people to enjoy your maps anymore in goldsrc games. great video btw.
I remember finding gldsrc maps somewhat intuitive. Didn’t do a lot at all, but I remember some of what I did in jackhammer somewhat easy and fun.
It does make me want to make a whole game in gldsrc, as impractical as that is, for numerous reasons. Licensing kinda not existing anymore and it being a much older engine.
But it still brings a kind of charm I really enjoy, even though I didn’t really grow up with the aesthetic
Cough cough. This is why we need more Goldsource mapping contests Lambda Gen. Cough. :)
I believe it is a similar reason as to why a lot of people liked and miss Roblox from around the 2014 era. Models were rarely used unless it interacted with the player and so most of what you saw was made of the primitive shapes in all other games. Plus, custom texturing was mostly limited to models meaning everyone used the same 18 materials (most of which were specific for certain use cases meaning you only built out of 9 of them for general use)
I made some surf maps in source but recently also started mapping for goldsrc and I honestly like It a lot more for the reasons you mentioned. Less model based, more focus on brushwork… it‘s nice :)
No matter what I do, I am terrible at making maps, so I stick with map scripts and adding npcs. Thanks to bspguy, I can edit any Goldsrc map and turn it into a fun experience. For example, I made a new type of blue shift co-op where I added extra enemies and each level has a final boss.
bleen shift zombie area almost broke my computer :/
Damn! I didn't even know they made a new tool for that!
I spent a lot of time "hacking" some old "open world" the specialists maps to make them work in CSCZ with bspedit, using bsp viewer to figure out which entities could be safely reused or edited...
@@rickrollerdude bspguy is the best thing happened, you should really try it.
I will never forget the feeling of having my first map load in game and be playable! When the possibilities open and all the ideas flooded my brain I just couldn't stop making random maps. :D
When HL2 was released I was less interested in mapping but HL1... that's a different story.
Hell yeah I used to cruise around custom goldsrc maps thinking of video ideas when I was in high school
I've never actually mapped for GoldSrc, but due to some technical reasons, basically every surface in my current Source mod needs to be a standard brush face. That brush-based workflow does make me feel a lot more creative than the more model-driven one of most other Source projects, so I totally understand what you mean. Still though, giving up the more robust physics seems hard
Remember making my first map in Worldcraft in 99. Hammer was called Worldcraft back then. It was a room followed by a long corridor, an opening on the side of that long corridor lead to a huge room that only contain water; like the opening was just a wall of water you walked into with the floor far below. It was very easy to make maps for half-life even for a 9/10 year old like I was then.
Gold Source atmosphere is incomparable. You just feel like you're at home while playing Half-Life or Counter-Strike 1.6.
Your video about hammer went as back so hard and deep on my mind to remember the most terrifyingly eerie and alien dream I had during the 2000's.
ahhh, this brings back the days when I had no internet and I managed to get all the needed resources for mapping on worldcraft, to see it renamed as valve hammer editor...
doing all sort of nonsensical maps just for the fun of it, sometimes rebuilding entire dreams using the goldsrc to tell my mom what the actual hell I was dreaming, one of these featured a gigantic deadly laser multi-chamber shaped like an infinite pipe with an ominous alien like ambience where if you just touch the beams, you can be stretched to the most nightmare inducing extreme just to collide against a bouncing energy ball that pulled everything organic around but not objects, kinda like sucking all life forms into a lighting shift to end on another equally scary giant pipe with similar laser beams but now with an even more terrifying low frequency audible enough to gave me chills while moving at super high speeds across those dangerous beams that didn't kill me but left me absolutely speechless, I went on to hammer and build that exact same place and my mom gave me the most freaky glare I have ever seen on her face... truly like bouncing in an infinite hell of hidden technology working made to simply mess with my head until I break from insanity and not from starvation or even lack of oxygen.
then I knew about the existence of the hadron collider when it was news around 2012...
I think what scared my mom was the level of detail I put into that map just to show her what I saw during that night of sleep, something that I still find fascinating and straight up sinister about just being stuck in that energy limbo.
I've made a couple maps for GoldSrc and Source, and honestly I also enjoy GoldSrc more. I think part of it for me is the simplicity of creating story moments and player interactions with npcs and the world.
This video kinda fires me up for... maybe not GoldSrc, but I definitely feel the desire to give TrenchBroom another crack for my Godot Engine project. What you said about the low poly aesthetic being more freeing definitely rings with me... I feel like the more advanced and detailed graphics get, the more you have to get them just right. But when everything's blocky and the imagination fills in the details, the possibilities are endless. I've never been a mapper, I was always kinda sheltered and shoo'd away from that side of gaming by the groups I hung out with, but I *did* spend a lot of time as a kid gluing rocks together to make cool things.
I guess its just a different experience for everyone, but I remember feeling quite intimidated by the hammer editor, like; the prospect of having to sculpt cubes into the intricate shapes needed for a realistic environment with the hammer interface felt so cumbersome that my admiration for the authors of my favorite maps skyrocketed.
One of the huge advantages GoldSrc has for mapping is that brush textures are normally always 1 texel per hammer unit, and the textures themselves don't have to be powers of two. This does wonders for texture alignment, especially when disabling texture filtering; a standard 64x96-unit door uses a 64x96 door texture, for example.
I started with Source by messing around with wc.exe from the HL2 leak engine, and I have gotten so used to Source's I/O system for scripting that I just can't force myself to use Hammer to make something in GoldSrc.
And yeah, I tried making a map for HL1 once, but I gave up after trying to use Valve's Half-Life SDK. I tried to compile a map and it failed immediately. So, I didn't bother trying to setup and use a community-made implementation of the SDK ( J.A.C.K. and custom compilers and all that stuff ). Maybe I'll give it a shot again one day, but I feel way too comfortable in Source, especially with Hammer++ in use. Plus, making some fun custom joke maps or some physics contraptions in Source is something that you can't do as much and well in GoldSrc (imho, GoldSrc is too limited to the point where the best you can get without custom coding is garbage like Crack-Life or generic-looking maps using vanilla HL1 textures).
goldsrc is the GOAT
Better than I thought.
I really like both because they have very different aesthetics though making maps for source feels definetly more like a chore.
Did you tried Source2 out yet? I really like that. Its even more model based ... since you even model the level because there are no brushes anymore but I really think that comes with a lot of freedom and also makes it possible to "just brush the model" like in goldsrc but more detailed.
I really like it.
mate,.. we are the same person, are we? Everything said in this video i could predict, because i feel the same way and i even too dropped mapping a couple years back when i was around 18 and i watched the glorious rigby videos too 😭😍
i think you would LOVE teardown modding. cause its just voxels, its basically all brushes
The GoldS map was very good, good job.
hey hey im 4th! Also, I really like Goldsrc more than source in some ways, and think it has a pretty cool retro factor that makes it even cooler!
I've only fooled around with making maps for Source, but there's something about GoldSrc that looks "better" in terms of aesthetics.
It's like how I like more how idTech4 looks over idTech5, 6, or 7.
I think its in great part because the simplicity of the lighting and shader system. Source overdoes it with gloomy effects and the lighting is kind of strange, it gives a plastic feel to brushes and models, I never quite liked it. In the later years Source has been pushed beyond theses original aesthetics to give more natural looks as in CSGO, but in needs a lot of tweaking and rendering tricks. Source 2 seem to be a nice evolution though.
That is indeed one of the maps of all time
at least... having a leak in goldsrc lets you actually compile
altough the lightning will go bye bye.
but the reason i use source is beacause i like using displacements and im in love with the asthetic. (AND theres hammer++ lol)
hammer++ doesn't work with all source engine games sadly
i like to use source because when i was younger i absolutely loved to make left 4 dead 2 maps and when i ever do it all ways gives me joy
As my dad said: when fact argues with feeling both of you lost the discussion
Ohhh I know that feeling :D
I've mapped for both GoldSrc and Source, and I feel like Source is the one that lets me be more creative, probably because of the physics and logic entities and whatnot. Haven't made anything in JACK in months.
4:30 I knew it would be the main reason. That's why I appreciate more source
Very interesting!
source engine was a fever dream. GoldSrc is where real gaming's at
I would say I like Source better because I got to experience making maps for TF2.
I think the idea of creating my own King Of The Hill map or Payload map is really cool, because I get to customize it to my heart's content.
Plus I always like to think "What will people try to do in this map?" and trying to design around that.
gT-M1-ExP
is the best map ever
that is a funky map name
I used to do maps for Source and goldsrc but i had a limited run, i stuck making Quake maps (the father of goldsrc) and i realized that while source mapping looks good for realism, Quake and Half-Life (quake engine and goldsrc) is better to map because of abstract level design, i was trying to be convinced on a unity project years ago and they wanted a realistic level design for a mobile game, and if you look at some of those level designs in these games they are really bland, that's the magic of Goldsrc, importing the semi-realistic abstract design that Quake had... and i'm happy it is this way, Source is amazing altho dated... i'd recommend going for Hammer++.
Amazing video! hugs for everyone!
i really can't go back to any other level editors (Source 1, Unreal, Unity) after using Source 2's Hammer
I'm glad source 2 is bringing models and map geometry closer together. It's feasible to make everything in hammer 2
GoldSrc is the best. Love the atmosphere in Half-Life and Counter-Strike 1.6 and I made a couple CS 1.6 maps myself, and definitely think it's more fun to map for than Source as well, even though Source is what I mostly made maps for... half of my life ago 8-)
their in the control room!
Can totally relate, but funnily enough this was my experience going from Source 1 mapping to making stuff in other engines such as Unreal. Making a map for CS Source, Half Life 2, Left 4 Dead etc you could still get away with making a lot of the environment out of brushes with clever texture use, and the amount of models included would get you pretty far. However going to another engine was 100% 3D models and likewise, I just didn't do well at that.
You should check out Source 2 though with CS 2. The BSP workflow is completely gone, but you can do 3D modelling inside of the engine in a way that kind of feels like editing BSP brushes, but without the limitations. I was surprised at how much was modelled inside the engine for HL: Alyx compared to using imported 3D models.
Hey! I actually checked out the new Source 2 Hammer editor for CS2 in my latest video. I only really scraped the surface though and I'm planning a more comprehensive video on it in the future.
ua-cam.com/video/Q28HtN-0XL8/v-deo.htmlsi=RlLSXUy10Hccc5ur
this is probably something along the lines of why i prefer to use rpg maker over any other game engine.
Lol Gold source just gives you that "Minecraft" fealing ;)
Indeed goldsrc is fun
for those who want to use goldsrc, i would HIGHLY recommend trenchbroom level editor, so much better then hammer
I still make maps but for Cs1.6 this time for couple mods in cs1.6 that i love alot Zombie escape /jailbreak
Didn't know dynamic map lights(lightstyles) casted shadows in goldsrc
i like mapping for CSS. The textures and props look tasty.
Fair enough, goldsrc aesthetics take less time and you're limited with just brushes and simple lighting with few other entities, unlike in source where besides the brushwork you also have to work with more advanced lighting, props, tons of decals/overlays etc.
It's a lot eassier for the average person to make maps for half-life 1 than any of the sequels. It also has a lot of limitations which fuel creativity that can easily and quickly be converted into real maps. I definitely think source has a lot more to work with (least amount of creativity hindering limitations) and is, in my opinon, still the most fun engine to make maps for.
I believe the reason mapping in gldsrc is better then source is probably because of the map editor program. I have more fun mapping with Jack hammer then using valves Hammer program, but I did have a better time mapping in source when I used hammer++ and both are to me beaten when I map in quakes trenchbroom. Granted that's my personal opinion as even trenchbroom has issues that make the other 2 better, the way I see it is just brush mapping in general can either be fun or torture unless you understand the editor program
as someone who is not very creative goldsrc is nice because it has a lower bar and is easier to make look not empty (source's textures are so high-res i have to fill the room alot), but i just HATE the texture naming, source is much more organized in that regard.
I understand why people would prefer GoldSRC the main reason I prefer Source is because I have experience with 3D modeling and it isn't too hard to make models for source, but it isn't easy either, however it can be fun!
I love how moody the first area is
GoldSrc is cozy but i made an engine based on source and made map making a lil bit easier
i chose source because i like making portal maps. i personally like the more complex nature of maps. i can see why others whould like goldsource tho.
Gold source actually gives me far fewer headaches.😅
Maybe this will be an easier gap to bridge when portal 2 community edition comes out…
Imo goldsrc maps have more soul than source maps. There's this unexplainable vibe in cs maps like de_survivor.
YOU were glorious Rigby? I wondered where the channel went.
It’s on an indefinite hiatus until I can figure out something for the channel. I got some plans! But I won’t say anything yet so I don’t end up disappointing people if those plans don’t get realized.
@@LambdaGeneration I do hope that whatever plans you do or don't have don't force you to leave lambda generation, you're kinda the voice of it, quite literally.
I completely agree, although I prefer Source because it's objectively better and I feel much, much better with the outcomes, I enjoy the workflow and process of mapping with Goldsrc much more even though I am currently developing a mod with some friends for Half-Life 2. Thankfully for me though, said mod takes more of a Beta approach to everything, so brush-based stuff is much more common and used in it than usual.
And source 2 is just unreal engine by valve
It has no style
Goldsource and Source has a style that no matter what map you make, you can still guess which is source/goldsource engine and which is not
I've been working on maps for doom it's been fun since the ability to block a map out from an overhead view is quite useful. quite a fan of gold source level design stuff though since making stuff with room over room isn't as much of a pain to work with. trying to remake the clubhouse map from rainbow six siege in Hideous destructor has been an interesting challenge but has also inflated the 3d floor count to around 300 and i havent even finished orange boxing the map yet either lol.
It might be how much simpler and easier it is to map with Goldsrc compared to Source, you expectations aren't as high and you dont need to put as much detail onto stuff.
I love creating goldsource maps. Especially with CS: Deleted scenes and HL:OPFOR assets. It’s cool to make your own stories/encounters/moments and more. This and Halo CE are my all time favorite map making games to play.
Yes. It may be fun to make maps in hammer editor, but i cant figure that out.
bought J.A.C.K today lol
Can’t argue with the truth
Yes I prefer goldsource although I tried source a long time ago but not much time. Have to say that the main reason is nostalgia clearly !
Ive never mapped in either engine.
BUT.
I do prefer the asthetic and atmosphere goldsrc has. Doesnt reall translate over to Source.
But i do love noth engines and sometimes (how ever rarely) slurce can givw the same mood atmosphere.
the map here reminds me abit of system shock
to each his own. i like source but creating custom textures for it is harder because of the material system, not to mention the effort needed to create custom models with the detail needed. i like how in goldsrc they just had texture files. in source you can just have more interactions with the world and AI and all. but also hl1 has different enemies compared to hl2. it's all different
Counterarg: in my experience, goldsrc hammer is far harder to use.
I'm always starting maps and never finishing 😢
I used hammer for avp2 maps and weapons the olden times
I agree with ya baby girll
The source lighting and shader system hasnt aged well IMO, whereas GoldSrc being so basic you can quickly obtain nice palettes and aesthetics even in low poly and low res textures, especially if maps are rendered with modern renderers such as ZHLTs. It look vintage and warm, whereas Source looks cold and lifeless if not tweaked heavily.
Well yes I am making a map
I agree
so is goldsrc more beginner friendly?
i posted my edit of your map ;)
agree
so true tbh
Make it in BMS and finish it because its yours.. 😊
You sound like "The Beak"
Hey Bro how you get that Weapon FOV?? is a command line or weapon pack?
Recently I did just mess around with Hammer...perhaps I should try map making in GoldScr. No real point to this comment, just wanted to say that.
But Both have 1 problem un common, its so goodam hard to use them...