Definitely some things to learn going from Source 1 to Source 2 map making, but it looks like the tools in Source 2 are a lot more user friendly. Can't wait to get CS2!
Valve may not put out a lot of stuff but when the release something it's fucking perfect. I am so excited to learn the new Hammer editor. What an improvement.
Can’t thank you enough for these tutorials, I’ve been wanting to map for source 2 for a while now but unfortunately do not have CS2, just gotta wait :)
Found this tutorial while absolutely fuming about rambling and redundantly long Blender tutorials, I was spitting about how functions and features that only need a sentence or two of explanation & an indication of how to access them, take up minutes of time in most tutorials absolutely needlessly. watching this was like drinking fresh water after crossing the Sahara. You name the feature, use the right jargon, demonstrate its function, show its location or hotkey and move along. Its almost therapeutic
I can’t believe that people were able to make the maps that they did in source 1 without these tools. People are about to explode in creativity with how efficient they can test maps
This is so much advance compare to the old hammer. I got frustrate sometime when trying to create a specific shape back then. Now I feel alive like using maya again. 😂😂😂
I can’t wait to get my hands on cs2. Looking to make my first counter strike map. I’ve made a few cod zombies maps but don’t think those skills are going to transfer well
I really wish value at least released the mapping tool earlier... so frustrating to have to wait for the full game to be release be get access to the mapping tools, we could all have been learning this stuff while we were waiting and then on launch by which time the community could have created some cool maps to try out. It would have made for a more exciting launch where map makers could have all shown off their hard work and valve would have had bundles of community content created for free
Is there a way to import the existing maps into the tools? Such as mirage or dust-II. Best way for me to learn is break what’s already been made and rebuild it. These tutorials are an amazing start.
@@eagleonedevelopmentteam849 I'd like to see a video on how to better use Source 1 SDK functions such as Func_breakable to make destructible brushes and also how to import Sound Design in a Level. Another idea is to make a video where you breakdown a full level (mostly finished map if possible) and show how to better utilize Textures Tools such as Block Light or Skybox but in a near-ending project.
Thank you for the tutorials, is there a way to create archways in to the blocks, or to be able to "cut out" inside blocks to make interior rooms? Tried to follow your other tutorial about archways but it didnt work for me as i had full blocks and not just a face
how much can I go into detail with the meshes? Can it become too detailed and lead to performance drops? Like in source one you worked with prop_statics for e.g. fences, windows, some doors etc. And whats about cars, tables or chairs and stuff like that?
Well you'll have to consider light map space and overdraw. Source 2 bakes all the lighting in the map onto one 1k 2k up to 8k texture, and having one hyper detailed mesh could "eat up" a large amount of this space. This could leave your map looking less than ideal unless rendered at higher resolutions. Overdraw is how many faces are drawn overlapping in one frame, complicated models tend to have several small faces that have to be drawn over one another to prevent visual issues. High poly models or meshes can have issues with this if rendered farther away from the player. All in moderation when it comes to detailed mesh work. Source can handle it, but choose where to put your detail wisely.
@@micah6082 thanks for you answer : ) My conclusion would be, therefore, that objects like archways or simple window frames can be built using the Hammer Editor meshes. More complex objects, such as a table with ornaments, should be a prop_static. Is this a reasonable assumption?
@@AZDcodex source 2 Is all about blurring the line between hammer and modeling software, pretty much anything can be made with hammer only, you shouldn't feel limited on what you can make with hammer meshes. It's more so an issue of how much detail you can create with hammer. At some point models are going to outclass your hammer meshwork (because of detail texture baking and the like) As for a table like you described, you could make the rough shape in hammer (or model entirely in hammer) with no issues. It's all about whether that detail would be better to have as geometry or baked into a model. Hammer for S2 is really forgiving in this way, and it's better to wait for problems to arise with optimization than to optimize from day 1 like you have to in S1. You'll get a better feel for it after some time in the engine.
@@micah6082 I´m feeling really comfortable with S2 hammer, much more than with the old hammer editor. Thanks for your quick anwers, now i´m looking forward to more tutorials like creating such a table with custom textures xD
Don't worry about func_detail - right now vis contribution is going to be created by default through the meshes. I'll have a VIS video soon to cover this
I feel like this one could be the first video. Too much information for a first tutorial in the previous one. Extruding and making archways is too advanced for a complete beginner who can barely move things around. XD
Definitely some things to learn going from Source 1 to Source 2 map making, but it looks like the tools in Source 2 are a lot more user friendly. Can't wait to get CS2!
Couldn't agree more!
Valve may not put out a lot of stuff but when the release something it's fucking perfect. I am so excited to learn the new Hammer editor. What an improvement.
It's so amazing when they do release their products
Can’t thank you enough for these tutorials, I’ve been wanting to map for source 2 for a while now but unfortunately do not have CS2, just gotta wait :)
You're very welcome!
Man, these tutorials are on a different level!!! BIG props!
Glad you think so!
Continue posting this videos, im learning how to create maps with you, thanks a lot! ❤
Thank you for the kind words! I will def keep posting videos, lemme know if there's any in particular you want
another BANGER. cant wait for #3 and for when i finally get cs2 access to work on this! this is very helpful guys! please keep it going!
Thanks! Will do!
Found this tutorial while absolutely fuming about rambling and redundantly long Blender tutorials, I was spitting about how functions and features that only need a sentence or two of explanation & an indication of how to access them, take up minutes of time in most tutorials absolutely needlessly.
watching this was like drinking fresh water after crossing the Sahara. You name the feature, use the right jargon, demonstrate its function, show its location or hotkey and move along. Its almost therapeutic
This has been my favorite comment - really appreciate your kind words it inspires me to make more!
Dead straightforward, thanks. I'll be coming back to this 👍👍
Thank you for your kind words!
Thank you so much! I’ve been messing with the editor, I’ll be referring back to this until I get the hang of it!
You're welcome!
this will be a gamechanger for cs surf. hope to see many new maps and players once cs2 launches!
All kinds of new mapping varieties will be possible with the toolset
Thanks a lot! Super straight forward tutorial ❤
Glad it was to the point!
I can’t believe that people were able to make the maps that they did in source 1 without these tools. People are about to explode in creativity with how efficient they can test maps
No idea how people did it with archaic technology
Wow!
Fells like Maya, and im happy with it!
It's basically 3d modelling!
Thank you so much for these guides. This is pretty much the only one out atm so good job and thank you
Glad you like them!
cant wait to utilize source2 hammer. i've got a bunch of projects i plan to transition into source2 from scratch once i get access to the cs2 sdk.
Hopefully it is available soon!
This is so much advance compare to the old hammer. I got frustrate sometime when trying to create a specific shape back then. Now I feel alive like using maya again. 😂😂😂
It's modelling software now!
I can’t wait to get my hands on cs2. Looking to make my first counter strike map. I’ve made a few cod zombies maps but don’t think those skills are going to transfer well
You'll be able to catch on quick!
Instant like for my guy! Thanks for these well structured tutorials!
Glad you like them!
best yt series. I wish I had access.
Thank you for your kind words
using vhe editor since release ,but this is insane :O
Yes it’s beautiful
Please make a tutorial on how to import custom textures/models into cs2 🙏
Will be coming out for sure!
Good work, thank you for your tutorials! Keep goin!
Thanks, will do!
Keep going mate! By the way, can you make tutorial how to make a water at CS2?
Thanks for the kind words! Will do coming up :)
Thanks sir! More and more videos please
More to come!
Nice tutorial, expecting videos related to performance optimization.
You got it! VIS will be soon
Good Work!
+rep blechmetall
Thank you! Cheers!
Need more rep everywhere
Stalker xD@@ubahnrider1337
I really wish value at least released the mapping tool earlier... so frustrating to have to wait for the full game to be release be get access to the mapping tools, we could all have been learning this stuff while we were waiting and then on launch by which time the community could have created some cool maps to try out. It would have made for a more exciting launch where map makers could have all shown off their hard work and valve would have had bundles of community content created for free
I can get you a S2 game for free if you want! Join my discord and DM me for a s&box key
thank you
Youre welcome!
Great tutorial !
Are there any big differences between the S2 tools for Alyx and the tools for Cs2 ?
Backface blocklights in CS2
GPU Path tracing in CS2
HLA has Tile meshes that are not in CS2
@@eagleonedevelopmentteam849so what would be the proper way to block light from backfaces in the hla hammer?
Quality stuff!
Thank you!
Ty for this!
You're welcome!
hammer is missing from the options..... i installed worshop cs2 tools, but the option to switch to hammer is not there..
Make sure you download the DLC from the game options
I dont have cs 2 yet 😭
If you want a s&box key join my discord and send me a DM
@@eagleonedevelopmentteam849 I already have s&box since 2021 but thanks! I just want to play cs2 all my friends have it 😢😢
Now you do :)
Hey, quick question: is there a way to create a face from three edges or four vertices?
Is there a way to import the existing maps into the tools? Such as mirage or dust-II. Best way for me to learn is break what’s already been made and rebuild it. These tutorials are an amazing start.
There is an importer tool
I'm waiting for the next videos
Same.
What would you want to see?
What kind of video do you want to see next
@@eagleonedevelopmentteam849 I'd like to see a video on how to better use Source 1 SDK functions such as Func_breakable to make destructible brushes and also how to import Sound Design in a Level. Another idea is to make a video where you breakdown a full level (mostly finished map if possible) and show how to better utilize Textures Tools such as Block Light or Skybox but in a near-ending project.
@@eagleonedevelopmentteam849 import custom textures and UV material manipulations, thanks
Will not let me adjust pivot points attempting curved hallway. Try face and edge can’t seem to move the pivots
We can help you with what you're looking for at our discord! discord.gg/eagle-one
Thank you for the tutorials, is there a way to create archways in to the blocks, or to be able to "cut out" inside blocks to make interior rooms?
Tried to follow your other tutorial about archways but it didnt work for me as i had full blocks and not just a face
Check out the tutorial on edges and faces
Hey i have one question. Can you transport 3d object from Autodesk maya to hammer using fbx file? Thanks
Where is Hammer editor located at? or is it a separate program you have to download?
Invite through CSGO for CS2
Is it possible to get access to the cs2 hammer editor if not having access to cs2 itself?
You can use S2 Hammer with other games like sbox for now if you don't have CS2. Join my discord and DM me I'll send you a sbox key
we need map port from source 1 to source 2 tutorial !!
Will be coming up for sure
Any help for amd because when you try to build you get stall warning (something to do with the ray tracing i think)
Yes join our discord server for more insight but you have to roll back the drivers to a previous version since I've heard the latest is having issues
Hot 🔥🔥🔥
Fire
Discord link doesnt work :(
discord.gg/eagle-one
With what 3D modelling software is Hammer 5 most similar to ?
Blender
Hey 3klikphilips, need to refresh your learning I see.
I just hope that his demographic looks over here and sees these as viable ways to learn as well :D
What is the app id for this tool?
You have to be invited through CSGO
why does it sound like an ai voice starting at like 0:43
Beep Boop Bop
0:36 what game is this?
It's a game on s&box called Strike Force
a spike is known as a CONE,... OMFG!
Same same but different!
how much can I go into detail with the meshes? Can it become too detailed and lead to performance drops?
Like in source one you worked with prop_statics for e.g. fences, windows, some doors etc. And whats about cars, tables or chairs and stuff like that?
Well you'll have to consider light map space and overdraw.
Source 2 bakes all the lighting in the map onto one 1k 2k up to 8k texture, and having one hyper detailed mesh could "eat up" a large amount of this space. This could leave your map looking less than ideal unless rendered at higher resolutions.
Overdraw is how many faces are drawn overlapping in one frame, complicated models tend to have several small faces that have to be drawn over one another to prevent visual issues. High poly models or meshes can have issues with this if rendered farther away from the player.
All in moderation when it comes to detailed mesh work. Source can handle it, but choose where to put your detail wisely.
@@micah6082 thanks for you answer : )
My conclusion would be, therefore, that objects like archways or simple window frames can be built using the Hammer Editor meshes. More complex objects, such as a table with ornaments, should be a prop_static. Is this a reasonable assumption?
@@AZDcodex source 2 Is all about blurring the line between hammer and modeling software, pretty much anything can be made with hammer only, you shouldn't feel limited on what you can make with hammer meshes. It's more so an issue of how much detail you can create with hammer. At some point models are going to outclass your hammer meshwork (because of detail texture baking and the like)
As for a table like you described, you could make the rough shape in hammer (or model entirely in hammer) with no issues. It's all about whether that detail would be better to have as geometry or baked into a model.
Hammer for S2 is really forgiving in this way, and it's better to wait for problems to arise with optimization than to optimize from day 1 like you have to in S1. You'll get a better feel for it after some time in the engine.
@@micah6082 I´m feeling really comfortable with S2 hammer, much more than with the old hammer editor.
Thanks for your quick anwers, now i´m looking forward to more tutorials like creating such a table with custom textures xD
great response couldn't have said it better
how does source 2 handle these complex meshes in terms of visibility, do i still need to make them func_detail or is it obsolete now
Don't worry about func_detail - right now vis contribution is going to be created by default through the meshes. I'll have a VIS video soon to cover this
I feel like this one could be the first video. Too much information for a first tutorial in the previous one. Extruding and making archways is too advanced for a complete beginner who can barely move things around. XD
Awesome Video!
Glad you enjoyed it
am early.
Get on board