i dont usually comment but i wanted to say this thanks for all the tutorials you posted (and i hope more are on the way 🙏). i always wanted to learn cs mapping, but by the time i had that dream cs2 was released and i figured… why bother with source 1 hammer? so i waited and now ive got cs2, its time to get mapping! much love man, ty ❤️
Really glad to know its helping! I saw the video of your Favela in Brazil you are creating - looks super promising! Which video did you show me a little in? Appreciate the support!
These videos are a godsend. Thank you so much! I can't wait for the next one, as I'm done with the ones currently available. The S2 hammer tool is really complex, but you made it really easy! :)
are you going to be making more of these? I feel like I'm struggling to find resources for the basics such as making good stairs, openable doors and applying textures/materials to walls/floor to make it aesthetically pleasing. Lots of basic tasks and not sure if there is a good source for this info but your videos have been helping my learn my way around Hammer and I have started a 1v1 map for cs2 as a first map.
I also want to learn how to add in menus/commands such as in the CSGO Yprac maps. I would love to be able to create some prefire courses for warming up in CS2
check out my Crash Course series that I've made - 47 videos that go into the detail you are asking for even though its using the HLA branch. I'll be making new ones for the CS2 build however coming soon!
Would love a video further in the series for how to take a map from the addons folder and getting it working in the game's map folder so I can run it through the dev console. I thought it would be as easy as dragging it to the right folder but cant seem to get it to work. Maybe im missing something. But loving the videos! Really great help!
if i have a custom vmat texture file and i want to compile everything in the vpk map file, can I do it? because when I copy the map vpk from the csgo_addon to maps folder in the game directory, the texture for example on the floor doesn't work and it shows red and black square. any help? Thanks
Looking forward to entities and inputs/outputs. I was thinking of making a procedural level where paths open or close randomly every new round, it was tricky to setup in a really random way in source 1, I wonder how far source 2 can take customizing entities and scripting.
This was one of my favorite things to do in CS:S, I learned it from Interlopers, and I think the only official CS:S map it was used on was Havana (Although I can't find info on this now for whatever reason). I thought it added so much more strategy and spiced up gameplay with players not knowing the exact layout of the map every single round. I employed it on most of the maps I made for CS:S; Changing layouts of rooms, routes, doors, etc. So much fun
Can you help me please. How to make func_detail in Source2hammer? I did func_detail on source 1. But can't find on source 2. Only I found is func_details_broke
How do you give every player a certain gun at the start of each round? Im trying to make a AWP Aim trainging map and I cant figure this out. Thanks for the great tutorials!
hey, if i could ask how did you get the csgo source 2 hammer editor. Is this source 2 specifically for the csgo sdk or is it using source 2 on another valve game. Or did you get early access.
@@eagleonedevelopmentteam849 I would appreciate an in-depth look at the procedural texturing thing that detects edges. I would love to generate my own textures for it, do you have a recommended software for that purpose? My dream would be an open source hybrid between stable diffusion prompting and substance designer controlled by it. Hell I hope soon we can use stable diffusion to create full ship-ready 3D models. I saw it can already be done in UE5 to place assets into the level...
Hey, in your old course hammer crash you talk about avoiding Ngons (arch connecting was painful :D) should i stop care about ngons and engine will fix it for me? Edit: will you touch subject about entities classes etc. in future? edit2: i was glad when they released free dev tools for cs2 (i had "free" prime so no sdk in cs:go) but now i need raytracing for compiling lighting xD.
You can use N Gons as S2 hammer ends up triangulating them anyways. Just know where and when to use them since sometimes they may not be the best depending on the situation. But don't be afraid to use them! I just stressed that philosophy early on so people would have good building habits
What do you think is more important for a cs2 map? Being able to create models which will be imported into hammer or using the inbuild tools for complex geometry? Most of valves maps are 90% of models. It feels like you could create the whole map in blender.
I would actually wager that the majority of Valves maps are actually built with Hammer geometry, using models as details placed around to support the in editor geometry. The ideal workflow is to use hammer meshing where gameplay will take place, since the UV mapping and power of its tools will let mappers align their materials based on the geometrical changes that are made over the build of the level. You could create the whole map in blender if you really wanted and import it in, but the power that Hammer gives over its control of UV's makes it extremely appealing to use
Hey, Great tutorials dude! I'm looking more into custom functionality like coding. Can you point me to any guide or reference? I can't seem to find anything. I want to just setup a single single room map with skybox but want to do programming to setup a custom game mode, on screen text etc. I already have programming experience. Just wondering will you make tutorial for something like that?
Super cool and I liked the creative examples, but the super Mario warp pipe one of merging stuff into a single point is a very bad practice in modelling. Generally speaking, and while I haven't been able to toy around with Source 2 yet as I didn't got in the beta so I'm not sure how it looks in practice, but most often than not it's best to spend the extra verts, as merging them into one point will often result in shading artifacts depending on the complexity of the mesh. There are more useful tricks that can be used to reduce the amont of vertices while keeping a clean topology. In your example it shouldn't matter, but avoiding bad practices in your workflow is very important when working with 3D modelling.
Appreciate the insight! Source 2 engine handles this fine - taking a look at the examples valve made they use this technique a lot and with my experience in how it handles the lightmapping you won't find the artifacts that other engines may have
Would be really cool if you made a tutorial where you just went through making a basic CS2 map. Which kinda showed us the general workflow that occurrs when making a moderately sized map. I'm trying to figure out a way to build a map in "stages". What I did was, I was only laying out the floor quads, not walls or ceilings. And the idea was that if I wanted to change the level structure, it would be easier because I just layed out the floor. But then I had "slow down issues", where I then had to extrude all the edges for walls. And If I don't do all of them at once, then I would get disconnected edges that I would then have to connect. So it seems like doing it the way you do where you "carve" out each room with full extrusions is the way to go. But I'd like to have a better approach to planning out the structure and being able to easily make structure changes if necesary.
The 1st mapping academy more or less shows the full construction of the CS2 map made from start to finish. It was just a blockout though and did not involve UV manipulations. Are you asking for something more comprehensive like designing the layout, testing, art passing, etc?
@@eagleonedevelopmentteam849 Ah! I actually watched that video, but I only got half way through. It was a good video, and I meant to finish it. But it felt like the type of video where it was showing off a ton of different techniques in a very short amount of time. It seemed like it was trying to show everything, every possible tool, which was great. But it felt like there wasn't really a "work flow" going on. It showed off a lot of stuff, and the level you were building was made to show off as many features. What I was hoping for was like a video that would be more close to a typical workflow of designing a level. And maybe even including the "planning stage". I don't have a ton of mapping experience, but I've been trying to take it more seriously; trying to come up with a good workflow for Source 2 hammer. I bet you have some other video's I haven't looked at yet that achieve this though. I was just recomended by youtube a video of yours about a "Rusty Metal Shack". But my one general burning question is just about how most people "plan out" a map in S2 Hammer. Like, is a common for people to only lay out the floors first (as quads)?
@@eagleonedevelopmentteam849 Unrelated, but another thing that bugs me is when you go to test the map in cs2, you have to sit and wait for like 15 seconds before you can move around. And I would assume that they would've auto configured some commands to skip that. But is there a way to skip the buy time? Like an infinite warmup?
Totally get what you want to see. I will def be making a video just like that to be able to release on the workshop as an example of good workflow Every map has had a different approach in terms of how I lay it out. Some are built with all the floor plans, others are made room to room depending on what you need@@Andrew90046zero
Yes there are console commands you can use for your CS2 that will put in reduced times for warmups, etc. Join our discord to get that info@@Andrew90046zero
Hello, can you please make a video about how to put various prop_dynamic, I can't put awp before starting on spawn, in cs2 Thank you in advance for the answer
showing the examples of where you would use the tools is really helpful
Glad that this feature is helpful! Hopefully my visuals gave a good rough idea lol
@@eagleonedevelopmentteam849 Can hammer be used independently to make model textures for use in UE
Valve really said "yo what if we just put blender in hammer?" Absolute godsend. Just ordered my rtx card so i can play with this when it drops
Best level designer tool that makes it feel so powerful and not just a prop placer
Will it look good if I don't use blender and only use hammer 2
Thanks! I was creating maps for Counter-Strike 1.6 and, now again my desire making map has awaken thanks to you!
Glad I could help!
Same here dude. Exciting times ;)
same bro, last time i created a map was around 20 years ago lol
these videos are amazing! can't wait to get my hands on the editor
Glad you like them!
Whew. Quite the transition coming from source one mapping. Here's hoping I'll quickly get the hang of the new tools.
It will become intuitive and your new addiction
i dont usually comment but i wanted to say this
thanks for all the tutorials you posted (and i hope more are on the way 🙏). i always wanted to learn cs mapping, but by the time i had that dream cs2 was released and i figured… why bother with source 1 hammer? so i waited and now ive got cs2, its time to get mapping! much love man, ty ❤️
I really appreciate you taking time to write this out :) There are many more on the way this is just the beginning of the CS2 series!
More tutorial CS2 videos please!!
Really glad to know its helping! I saw the video of your Favela in Brazil you are creating - looks super promising! Which video did you show me a little in? Appreciate the support!
These videos are a godsend. Thank you so much! I can't wait for the next one, as I'm done with the ones currently available. The S2 hammer tool is really complex, but you made it really easy! :)
Thank you for the kind words! I'll be making more!
are you going to be making more of these? I feel like I'm struggling to find resources for the basics such as making good stairs, openable doors and applying textures/materials to walls/floor to make it aesthetically pleasing. Lots of basic tasks and not sure if there is a good source for this info but your videos have been helping my learn my way around Hammer and I have started a 1v1 map for cs2 as a first map.
I also want to learn how to add in menus/commands such as in the CSGO Yprac maps. I would love to be able to create some prefire courses for warming up in CS2
check out my Crash Course series that I've made - 47 videos that go into the detail you are asking for even though its using the HLA branch. I'll be making new ones for the CS2 build however coming soon!
Wow, I feel like a wizard now! 🧙
Yerrr a wizard harry
Thank you so much for the tutorials. Looking forward to more episodes
Glad you like them!
Would love a video further in the series for how to take a map from the addons folder and getting it working in the game's map folder so I can run it through the dev console. I thought it would be as easy as dragging it to the right folder but cant seem to get it to work. Maybe im missing something.
But loving the videos! Really great help!
Will consider that for the future! Thank you!
These videos are so incredibly helpful, thanks man :D
Glad you like them!
Thanks for tutorial!
Is there a way to do the action at 3:29, but when the surface is located ABOVE the selected vertices?
Join our discord discord.gg/eagle-one and we can help you solve your issue!
if i have a custom vmat texture file and i want to compile everything in the vpk map file, can I do it? because when I copy the map vpk from the csgo_addon to maps folder in the game directory, the texture for example on the floor doesn't work and it shows red and black square. any help?
Thanks
Join our discord for info and links on how to do this
@@eagleonedevelopmentteam849 Thanks a lot
Looking forward to entities and inputs/outputs. I was thinking of making a procedural level where paths open or close randomly every new round, it was tricky to setup in a really random way in source 1, I wonder how far source 2 can take customizing entities and scripting.
This was one of my favorite things to do in CS:S, I learned it from Interlopers, and I think the only official CS:S map it was used on was Havana (Although I can't find info on this now for whatever reason). I thought it added so much more strategy and spiced up gameplay with players not knowing the exact layout of the map every single round. I employed it on most of the maps I made for CS:S; Changing layouts of rooms, routes, doors, etc.
So much fun
I'll have entity tutorials to help people get familiar with how it works in S2
Gonna port my CS GO map to source 2, and make a new one, hope it will be added in the game for some day lol, thanks for the tutorials!
Can you help me please. How to make func_detail in Source2hammer? I did func_detail on source 1. But can't find on source 2. Only I found is func_details_broke
Make it not a vis occluder in the object properties to remove it from vis calculations
Hi, can you tell me how to write the startup parameters for the compiler "-lightmapcpu" to compile maps on Geforce GTX?
I don't believe that works anymore since Valve is going to completely remove any form of CPU compiling regardless of modified dll
How do you give every player a certain gun at the start of each round? Im trying to make a AWP Aim trainging map and I cant figure this out. Thanks for the great tutorials!
It would have to be through console commands for now
hey, if i could ask how did you get the csgo source 2 hammer editor. Is this source 2 specifically for the csgo sdk or is it using source 2 on another valve game. Or did you get early access.
I got granted early access from the Devs
alright thanks
Hammer in Source 2 is literally like if Blender and Hammer had a child.
It is a beautiful hybrid
@@eagleonedevelopmentteam849 I would appreciate an in-depth look at the procedural texturing thing that detects edges. I would love to generate my own textures for it, do you have a recommended software for that purpose? My dream would be an open source hybrid between stable diffusion prompting and substance designer controlled by it. Hell I hope soon we can use stable diffusion to create full ship-ready 3D models. I saw it can already be done in UE5 to place assets into the level...
Great videos! One question is what do the red outlines on some faces mean and how do I fix or address without undoing until they're gone?
Thank you! The red lines are invalid faces, usually made by extruding a face backwards into a concave
very helpful sami, thanks!
You're welcome!
Hey, in your old course hammer crash you talk about avoiding Ngons (arch connecting was painful :D) should i stop care about ngons and engine will fix it for me?
Edit: will you touch subject about entities classes etc. in future?
edit2: i was glad when they released free dev tools for cs2 (i had "free" prime so no sdk in cs:go) but now i need raytracing for compiling lighting xD.
You can use N Gons as S2 hammer ends up triangulating them anyways. Just know where and when to use them since sometimes they may not be the best depending on the situation. But don't be afraid to use them! I just stressed that philosophy early on so people would have good building habits
What do you think is more important for a cs2 map?
Being able to create models which will be imported into hammer or using the inbuild tools for complex geometry?
Most of valves maps are 90% of models. It feels like you could create the whole map in blender.
I would actually wager that the majority of Valves maps are actually built with Hammer geometry, using models as details placed around to support the in editor geometry. The ideal workflow is to use hammer meshing where gameplay will take place, since the UV mapping and power of its tools will let mappers align their materials based on the geometrical changes that are made over the build of the level. You could create the whole map in blender if you really wanted and import it in, but the power that Hammer gives over its control of UV's makes it extremely appealing to use
@@eagleonedevelopmentteam849 If only the preview worked without RTX.. x)
Is there anyway of importing images that you can then put on a viewport? If so it would be cool if you could cover it in your next video.
Yes you can put images down into hammer world editor for reference. I believe its under FILE
Hey man, do you know how to put in a minimap for a CS2 map? I can't find anything on that topic
Join our discord for more info
@@eagleonedevelopmentteam849 says link invalid or expired
How did you make the hole in 0:46 please slow down
Radial align tool (ALT S)
Hey,
Great tutorials dude!
I'm looking more into custom functionality like coding. Can you point me to any guide or reference? I can't seem to find anything. I want to just setup a single single room map with skybox but want to do programming to setup a custom game mode, on screen text etc. I already have programming experience. Just wondering will you make tutorial for something like that?
If I can make them in the future I will once the scripting language is fully functional!
@@eagleonedevelopmentteam849 Thanks. Appreciate it
Super cool and I liked the creative examples, but the super Mario warp pipe one of merging stuff into a single point is a very bad practice in modelling. Generally speaking, and while I haven't been able to toy around with Source 2 yet as I didn't got in the beta so I'm not sure how it looks in practice, but most often than not it's best to spend the extra verts, as merging them into one point will often result in shading artifacts depending on the complexity of the mesh. There are more useful tricks that can be used to reduce the amont of vertices while keeping a clean topology. In your example it shouldn't matter, but avoiding bad practices in your workflow is very important when working with 3D modelling.
Appreciate the insight! Source 2 engine handles this fine - taking a look at the examples valve made they use this technique a lot and with my experience in how it handles the lightmapping you won't find the artifacts that other engines may have
Would be really cool if you made a tutorial where you just went through making a basic CS2 map.
Which kinda showed us the general workflow that occurrs when making a moderately sized map.
I'm trying to figure out a way to build a map in "stages". What I did was, I was only laying out the floor quads, not walls or ceilings. And the idea was that if I wanted to change the level structure, it would be easier because I just layed out the floor. But then I had "slow down issues", where I then had to extrude all the edges for walls. And If I don't do all of them at once, then I would get disconnected edges that I would then have to connect. So it seems like doing it the way you do where you "carve" out each room with full extrusions is the way to go.
But I'd like to have a better approach to planning out the structure and being able to easily make structure changes if necesary.
The 1st mapping academy more or less shows the full construction of the CS2 map made from start to finish. It was just a blockout though and did not involve UV manipulations. Are you asking for something more comprehensive like designing the layout, testing, art passing, etc?
@@eagleonedevelopmentteam849 Ah! I actually watched that video, but I only got half way through. It was a good video, and I meant to finish it. But it felt like the type of video where it was showing off a ton of different techniques in a very short amount of time. It seemed like it was trying to show everything, every possible tool, which was great. But it felt like there wasn't really a "work flow" going on. It showed off a lot of stuff, and the level you were building was made to show off as many features.
What I was hoping for was like a video that would be more close to a typical workflow of designing a level. And maybe even including the "planning stage". I don't have a ton of mapping experience, but I've been trying to take it more seriously; trying to come up with a good workflow for Source 2 hammer.
I bet you have some other video's I haven't looked at yet that achieve this though. I was just recomended by youtube a video of yours about a "Rusty Metal Shack".
But my one general burning question is just about how most people "plan out" a map in S2 Hammer. Like, is a common for people to only lay out the floors first (as quads)?
@@eagleonedevelopmentteam849 Unrelated, but another thing that bugs me is when you go to test the map in cs2, you have to sit and wait for like 15 seconds before you can move around.
And I would assume that they would've auto configured some commands to skip that.
But is there a way to skip the buy time? Like an infinite warmup?
Totally get what you want to see. I will def be making a video just like that to be able to release on the workshop as an example of good workflow
Every map has had a different approach in terms of how I lay it out. Some are built with all the floor plans, others are made room to room depending on what you need@@Andrew90046zero
Yes there are console commands you can use for your CS2 that will put in reduced times for warmups, etc. Join our discord to get that info@@Andrew90046zero
Hello, can you please make a video about how to put various prop_dynamic, I can't put awp before starting on spawn, in cs2
Thank you in advance for the answer
Will look at have a tutorial on this in the future!
Does anyone know how to playtest these maps after compiling with friends or is it not possible at the moment?
Right now it's just local until we can upload and pack
Discord link has been expired please share the new one.
Let me update it one second
Ok It's fixed, it should work again like normal. Just in case here is the link:
discord.gg/eagle-one
great tutorial
Thank you! Cheers!
Does the hotspot works now or still broken ?
Works now! Use ALT H to hot spot and ALT SHIFT F to toggle per face or selection mode
Sir please teach *displacement* in next video.
I'll have it in eventually but you can check my Crash Course series to find what youre looking for #17 I believe
@@eagleonedevelopmentteam849 okay thanks
I have a map but I dont how to add a custom radar/minimap can anyone help?
No way to do it right now but community tools are being tested
@@eagleonedevelopmentteam849 Please release video for it.
how to add bots to my map?
Join our discord to get help for this!
only 5 minutes ?
Yes condensed so it doesn't drag out!
nice
very niiiiiiiceeeeeee
Where is the ai voice?
Beep boop bop!
Thank you for the awesome video series
Happy to help!
plz water lesson!!!
Soon