@@Surkee It's not really too much of an effort to add even without Steam Workshop support. All you have to do is release the level editing tools like, Xpand Rally Xtreme did.
Yea, Valve loves modding which makes since as some of if not most of their employees were modders at some point, when Half-Life was being developed 99% of Valve staff were previously modders.
I've had a prototype of a "The Final Stand 2" from Roblox remake in Gmod in my documents folder for months now, I just haven't felt like finishing it. It has realistic Hl2 and CSS textures and it was originally even gonna have the FS2 soundtrack and scripted wave battles all the way up to night 30
I've also got an alien grunt playermodel for Gmod fully animated with the alien grunt animations from Black Mesa that I just never got around to putting the finishing touches on and publishing as an addon on the workshop, and it's the only one of it's kind to my knowledge. I have a video of it on my channel
That's my work at 10:21 :D! Really happy to get it featured in this! It was actually an overhaul of HomicidalApe's map de_apehouse made for CS:S in 2006 (you can still find the original on GameBanana). A friend wanted an edit for Machinima purposes and I ended up ripping the whole thing apart and completely rebuilding the exterior. It's not perfect or optimized at all, but I'm still happy with the overall mood.
It's why I chose it! I really liked the ambient lighting. I also want to say that I'm a fan of your animations, so seeing your comment here was a pleasant surprise :)
thats because the developers used the editor themselves, which made everything they did possible for the community. modern games if they even do, have more basic editors than what the devs used
Mmh great video but I think you missed a huge opportunity here by not talking about TF2 mappers. They are some of the most active people currently and there are so many maps for so many game modes, that quite a lot of the official maps are community made. The mapping community built TF2 practically.
Yeah, in the end I wanted to talk way more about TF2 and CS:GO but settled with just CS:S, Gmod and Half Life Beta. The video was supposed to be longer but I deleted part of the script because I thought it was crowded with too much info. You kinda lose the purpose of the whole video and the feel of it when you create it part by part. I definitely think I could have talked about more things. Also thanks for the feedback
iv released a bunch of maps on the gmod workshop. one thing i can say. Garry's Mod will never die. NEVER DIE. the odds of a game releasing in UE or Unity or CryEngine or Frostbite, or whatever. that makes a sandbox out of all the games that have been released in its engine type. is so. so. so slim. you have a higher chance of being struck by lightning and winning the lottery at the same millisecond. What gives garry's mod its ever-expanding system and game is that it was built to be a plugged into by other source engine games. at the time of Gmod 8, there was only HL2, CS:S, and TF2 (i think) but only concentrated on HL2. with the ability to drag over and play CS:S content in gmod 8. gmod 9 introduced CS:S officially, and HL2EP1 and EP2 later. when Gmod 10 finally released for a price. it was able to be plugged by any and all Source engine games. from portal to L4D. now? Gmod 13? can be mounted, or dismounted with ANY source game. even well knock mods such as Age of Chivalry. Because of this. Gmod has a MASSIVE amount of resources, props, weapons, ideas, materials, textures, ect. to use in both in-game, and from the editor, Hammer. Today. the most advanced STOCK Source SDK (Hammer Editor) is the Gmod SDK. found in the Gmod\Bin folder. This SDK is the most advanced for dealing with Source 1 as it has seen some updates and improvements, even limitation expansions. dont get this confused with the CS:GO SDK which is considered Source 1.5 editor, theres several tools in that editor that will not work for Gmod or other Source 1 engine games. Even today. Gmod is rated top 20 most played games on steam. and will flux back and forth. no matter what. in all of history. unlike Fallout 4, Gmod is as wide as the Universe. deep as Solar System
@@vibaj16 S&Box isnt Gmod 2. it never will be. Garry doesnt want it to be. its not a successor to it in any way. people are shipping it as if it is, and i dont know why. Garry wants S&Box to be more like Roblox with locked down content per server.
Ew, recording the beta without a LeakNet patch, which included in Megapatch 4. What a shame. Also, no lighting on some maps because of "mat_fullbright 1"
To fix it you have to turn on High Dynamic Range and restart your game as when a map only has High Dynamic Range lighting the Source engine will turn on fullbright as a safe guard.
So pleased to see this. I don't know if you still play cs:s ze, but there are still some of us left. There are a few of us mappers left too, although content is far rarer now the gameplay expectations have progressed to multi-stage, item based gameplay. It took me 8 years to release just 2 maps :(
Yeah, I know people still play CSS ze. I seldom revisit the servers for some good nostalgia trips and I'm impressed to see how consistent it all stayed. I don't have that much insight into mapping, especially for mods like ze, but I imagine it must be hard. Tbh I kind of enjoy the simpler maps more. I never use items on the more complex maps, first of all because I don't know how to get them (and usually don't bother to find out how), and second, because I just want to have a good time and enjoy the atmosphere of the maps. They're cool to have and see in action, but I don't think they're necessary.
(Just to let you know, if you want to check out the hl2 beta over on hl2-beta.ru, I'd recommend downloading their "megabuild," which is a straight upgrade to the entire system, filled with bugfixes, fixed and remade assets, textures, etc. It makes playing through any and all beta maps so much easier.)
As a mapper of some games like cs 1.6, sven coop, garrys mod, half life 2, cs source, csgo, etc. i can say that the possibility of create maps with the tools tah the game give us is one of the most beautil things that a game can have. I was doing maps as a little kid and that was some of my childhood, and at the today continue doing maps. great video man.
Take inspiration from other architectures, learn every tool at your disposal, don't fear to replicate real or fictional environments, try as best as you can to copy environments to make your own style at the end.
I started playing source in 2011 and one of the first things I played on were ZE maps. I have had so many joyful experiences on those maps, so many memories made, introductions to music (e.g the stuff in ffviii_mako_reactor and so forth). I am glad that I was born when I was so that I could experience it. Really helped to shape me during my developmental years and I wouldn't take anything back.
I'm gonna use source for my game: Kyloa I'm deciding whether or not I will use it for my other game: The void of Brian I think I am going to use unity of unreal (probalby unreal) for TVOB
And thank you for this video man. It really felt like a love letter of sorts, to us, the mappers. I honestly didn't even consider writing this comment, but after watching the video again, I realised I had to add something just to let out my thoughts. I've been mapping for about 3-5 years now. I've been playing Source Games since I was 5 or 6 years old (I am currently 16), me and my brother played hundreds, hell, even thousands of hours of GMOD and Half life 2 Deathmatch during the whole time I was growing up. At some point I decided I wanted to try create my own map, because I walked trough almost every Developer Commentary of every Valve game, and was also so fascinated about learning how a map or game in general gets developed, and my love for video games made me even more excited for mapping. And then I saw, especially with GMOD, that the Source engine is like the most moddable engine ever, So eventually I tried to create my first map, it was one hell of a journey, and it still is, because you run into so many problems you gotta fix, it's really annoying sometimes, but it just feels so great to finally be able to release a finished map. People take a good map for granted, but it takes so much time and effort, so many iterations to make even a small section look good or play well, people will only hunt and talk about its flaws. It's mostly a thankless job, you only get feedback or criticism, even if feedback, it will mostly be negative, but hey, atleast I'm having fun, for a short moment after releasing something, you just don't care about criticism, as you just take a few hours, or days to relax, since you expect it to work fine because of all the play-testing you did before having released it. From my just few years of experience in map making so far, the toughest bit is to actually get people to play my maps, since lots of people just look at a maps screenshots, descriptions, ratings and decide to judge it from that point without ever even playing it. There are so many maps out there, that I am very well aware my map will be "lost to time" soon enough, and a few people pass by and play it. Speaking of passing by, that is one of those things that, as a map maker, you've got to be careful of. Even when I had invested hundreds of hours into a map, a passing comment from a player or replaying it again after a while would make me question my decisions and the quality of my work. I think I am in a better position to judge it than anybody else is. I like play-testing with bots, because they are so stupid, especially in Left 4 Dead 2, which is also a Source Engine game made by valve. If they are able to finish my map solo or are enough of help for me to beat it on higher difficulties, then my map probably has a good flow and is well-designed. I have played so much on my own maps across so many iterations (which some of those are even lost to time now because i didn't save them) that I think I'm always very passionate about my maps. I don't think you can ask more than this from a map maker. I find that my maps eventually developed a "Feel" to them- kind of like a personality that I could use to quickly measure new ideas up against to see if they fitted. This "feel" also serves as a filter to the suggestions my maps get, it's honestly hard to describe what I mean but there are and will always be a few key parts that I will always refuse to change in a map or all my maps in general. I just didn't know what these key parts were until I got the suggestion to change them, don't mistake that for me being stubborn tho, because I swear there were a few people who "shared my vision" for my map, they'd suggest big changes that I had only thought of, and when I heard them I Immedietally thought "no, that is stupid", but then there also were suggestions that were actually good- as though they were solutions to problems I didn't even know my map or my maps had. I'm always open to experimentation, since I can always revert any changes I make. I don't know why I'm writing this long ass text, but I believe this video is nice and interesting. Me, and all other mappers just want to make maps that we're interested in creating and that people would enjoy playing on. Now having said all of this, have a good day.
You completely forgot Portal 2 mappers. There are a lot of really cool Portal 2 maps, with optical illusions, impossible rooms, and infinite repeating corridors, all combined with cool visuals and interesting puzzles to make some of the coolest Source maps ever.
why don't modern games support custom maps? it's my favourite part of gaming and its dying out :(
Well I assume that for many of them they're an unecessary investment. Valve games are still going strong so there's not much to worry about.
Maybe so people have to download additional content from the publisher instead ?
@@Surkee It's not really too much of an effort to add even without Steam Workshop support. All you have to do is release the level editing tools like, Xpand Rally Xtreme did.
Because greedy publishers want their games to either die out so people buy their new releases or they want to sell map packs.
Source 2 will change all of this
Source 2 is (probably) gonna be the only modern game engine with mapping tools, with the way that unity and ue are going.
Yea, Valve loves modding which makes since as some of if not most of their employees were modders at some point, when Half-Life was being developed 99% of Valve staff were previously modders.
From what i can tell, Halo will recieve modding tools
Thankfully UE still has mapping tools
Why would unity lose mapping tools?
@@themrfives unity never had mapping tools in the first place
I wonder how many masterpieces have been left unpublished on people's hard drives...
Oh man, that hurts to think about.
I see myself in this comment and i dont like it. I am working with source hammer since 2017 and i never publidhed anything
I've had a prototype of a "The Final Stand 2" from Roblox remake in Gmod in my documents folder for months now, I just haven't felt like finishing it. It has realistic Hl2 and CSS textures and it was originally even gonna have the FS2 soundtrack and scripted wave battles all the way up to night 30
I've also got an alien grunt playermodel for Gmod fully animated with the alien grunt animations from Black Mesa that I just never got around to putting the finishing touches on and publishing as an addon on the workshop, and it's the only one of it's kind to my knowledge. I have a video of it on my channel
I'm too afraid to upload anything. :(
That's my work at 10:21 :D! Really happy to get it featured in this!
It was actually an overhaul of HomicidalApe's map de_apehouse made for CS:S in 2006 (you can still find the original on GameBanana). A friend wanted an edit for Machinima purposes and I ended up ripping the whole thing apart and completely rebuilding the exterior. It's not perfect or optimized at all, but I'm still happy with the overall mood.
It's why I chose it! I really liked the ambient lighting. I also want to say that I'm a fan of your animations, so seeing your comment here was a pleasant surprise :)
One thing to say: Source Engine has a real level editor unlike ue4.
You are funny guy.
@@EyefyourGf But he is right
@Clueless Ghost True.
thats because the developers used the editor themselves, which made everything they did possible for the community. modern games if they even do, have more basic editors than what the devs used
Mmh great video but I think you missed a huge opportunity here by not talking about TF2 mappers. They are some of the most active people currently and there are so many maps for so many game modes, that quite a lot of the official maps are community made. The mapping community built TF2 practically.
Yeah, in the end I wanted to talk way more about TF2 and CS:GO but settled with just CS:S, Gmod and Half Life Beta. The video was supposed to be longer but I deleted part of the script because I thought it was crowded with too much info. You kinda lose the purpose of the whole video and the feel of it when you create it part by part. I definitely think I could have talked about more things. Also thanks for the feedback
Great video. Your voice was a little quiet but I love learning about old game related stuff!
Thanks for the feedback. I always seem tk have trouble with mixing the audio lol
iv released a bunch of maps on the gmod workshop.
one thing i can say. Garry's Mod will never die. NEVER DIE. the odds of a game releasing in UE or Unity or CryEngine or Frostbite, or whatever. that makes a sandbox out of all the games that have been released in its engine type. is so. so. so slim. you have a higher chance of being struck by lightning and winning the lottery at the same millisecond.
What gives garry's mod its ever-expanding system and game is that it was built to be a plugged into by other source engine games. at the time of Gmod 8, there was only HL2, CS:S, and TF2 (i think) but only concentrated on HL2. with the ability to drag over and play CS:S content in gmod 8. gmod 9 introduced CS:S officially, and HL2EP1 and EP2 later. when Gmod 10 finally released for a price. it was able to be plugged by any and all Source engine games. from portal to L4D. now? Gmod 13? can be mounted, or dismounted with ANY source game. even well knock mods such as Age of Chivalry.
Because of this. Gmod has a MASSIVE amount of resources, props, weapons, ideas, materials, textures, ect. to use in both in-game, and from the editor, Hammer. Today. the most advanced STOCK Source SDK (Hammer Editor) is the Gmod SDK. found in the Gmod\Bin folder. This SDK is the most advanced for dealing with Source 1 as it has seen some updates and improvements, even limitation expansions. dont get this confused with the CS:GO SDK which is considered Source 1.5 editor, theres several tools in that editor that will not work for Gmod or other Source 1 engine games.
Even today. Gmod is rated top 20 most played games on steam. and will flux back and forth. no matter what. in all of history. unlike Fallout 4, Gmod is as wide as the Universe. deep as Solar System
Yeah, It's not going away anytime soon.
The best comment so far I ever read on UA-cam. Ya Garry mod is always my favourite video game due to sandbox genres unlike Minecraft.
Hopefully S&Box will reinvent Garry's Mod's legacy for Source 2. Even if it doesn't, someone will probably do it
@@vibaj16 S&Box isnt Gmod 2. it never will be. Garry doesnt want it to be. its not a successor to it in any way. people are shipping it as if it is, and i dont know why. Garry wants S&Box to be more like Roblox with locked down content per server.
@@kellerweskier7214 Again, someone else will probably make an unofficial successor
Ew, recording the beta without a LeakNet patch, which included in Megapatch 4. What a shame.
Also, no lighting on some maps because of "mat_fullbright 1"
He was trying to make it look like it would back in the day.
@@Isaacfess If they had lighting they would not look like this back in the day, i think.
True, but remember, these were beta maps. Some people probably didn't even know about the lighting feature or how it worked lol.
blame vxp
To fix it you have to turn on High Dynamic Range and restart your game as when a map only has High Dynamic Range lighting the Source engine will turn on fullbright as a safe guard.
Loved it, people need to talk about Source more
yeah true, css or csgo or any valve game that has zombie escape gameplay always make me nostalgia, ive been watching them for a pretty long time
So pleased to see this. I don't know if you still play cs:s ze, but there are still some of us left. There are a few of us mappers left too, although content is far rarer now the gameplay expectations have progressed to multi-stage, item based gameplay. It took me 8 years to release just 2 maps :(
Yeah, I know people still play CSS ze. I seldom revisit the servers for some good nostalgia trips and I'm impressed to see how consistent it all stayed. I don't have that much insight into mapping, especially for mods like ze, but I imagine it must be hard. Tbh I kind of enjoy the simpler maps more. I never use items on the more complex maps, first of all because I don't know how to get them (and usually don't bother to find out how), and second, because I just want to have a good time and enjoy the atmosphere of the maps. They're cool to have and see in action, but I don't think they're necessary.
(Just to let you know, if you want to check out the hl2 beta over on hl2-beta.ru, I'd recommend downloading their "megabuild," which is a straight upgrade to the entire system, filled with bugfixes, fixed and remade assets, textures, etc. It makes playing through any and all beta maps so much easier.)
fun fact, that castle map in css is in tf2, revamped and tf2-ifed. same structure, new textures
You can see in this prototype they haven’t even got the shaders properly done yet!
Valve has a lot more character than Epic Games!
Definitely
me, after watching the entirety of this: awww i got thanked by a big youtuber
me: *scrolls down*
me: wait a fuckin minute this man only has 900 subs??
As a mapper of some games like cs 1.6, sven coop, garrys mod, half life 2, cs source, csgo, etc. i can say that the possibility of create maps with the tools tah the game give us is one of the most beautil things that a game can have. I was doing maps as a little kid and that was some of my childhood, and at the today continue doing maps. great video man.
this channel is so underrated, he should have more attentions
Its css not half life 2 ! +1
I still can't figure out how to make good maps.....
Take inspiration from other architectures, learn every tool at your disposal, don't fear to replicate real or fictional environments, try as best as you can to copy environments to make your own style at the end.
I started playing source in 2011 and one of the first things I played on were ZE maps. I have had so many joyful experiences on those maps, so many memories made, introductions to music (e.g the stuff in ffviii_mako_reactor and so forth). I am glad that I was born when I was so that I could experience it. Really helped to shape me during my developmental years and I wouldn't take anything back.
Same thing with GMOD. Loved Dark RP, TTT, basewars (back in the day), and all the videos made for and in it.
What is that map that has a spinning tower near the intro?
i've played it before but i forgot what its called though
Helmsdeep and Icecap were my childhood lol
oh lol i played they hunger :) never forget this dumb zombie sounds screams "HUNGEEEEEEER" :D
Please, please come back.
I'm gonna use source for my game: Kyloa
I'm deciding whether or not I will use it for my other game: The void of Brian
I think I am going to use unity of unreal (probalby unreal) for TVOB
This simplicity remembers me of ROBLOX. Just mess around with the engine tools and publish so people can play and have fun.
And thank you for this video man. It really felt like a love letter of sorts, to us, the mappers.
I honestly didn't even consider writing this comment, but after watching the video again, I realised I had to add something just to let out my thoughts.
I've been mapping for about 3-5 years now. I've been playing Source Games since I was 5 or 6 years old (I am currently 16), me and my brother played hundreds, hell, even thousands of hours of GMOD and Half life 2 Deathmatch during the whole time I was growing up. At some point I decided I wanted to try create my own map, because I walked trough almost every Developer Commentary of every Valve game, and was also so fascinated about learning how a map or game in general gets developed, and my love for video games made me even more excited for mapping. And then I saw, especially with GMOD, that the Source engine is like the most moddable engine ever, So eventually I tried to create my first map, it was one hell of a journey, and it still is, because you run into so many problems you gotta fix, it's really annoying sometimes, but it just feels so great to finally be able to release a finished map.
People take a good map for granted, but it takes so much time and effort, so many iterations to make even a small section look good or play well, people will only hunt and talk about its flaws. It's mostly a thankless job, you only get feedback or criticism, even if feedback, it will mostly be negative, but hey, atleast I'm having fun, for a short moment after releasing something, you just don't care about criticism, as you just take a few hours, or days to relax, since you expect it to work fine because of all the play-testing you did before having released it.
From my just few years of experience in map making so far, the toughest bit is to actually get people to play my maps, since lots of people just look at a maps screenshots, descriptions, ratings and decide to judge it from that point without ever even playing it. There are so many maps out there, that I am very well aware my map will be "lost to time" soon enough, and a few people pass by and play it.
Speaking of passing by, that is one of those things that, as a map maker, you've got to be careful of. Even when I had invested hundreds of hours into a map, a passing comment from a player or replaying it again after a while would make me question my decisions and the quality of my work. I think I am in a better position to judge it than anybody else is. I like play-testing with bots, because they are so stupid, especially in Left 4 Dead 2, which is also a Source Engine game made by valve. If they are able to finish my map solo or are enough of help for me to beat it on higher difficulties, then my map probably has a good flow and is well-designed. I have played so much on my own maps across so many iterations (which some of those are even lost to time now because i didn't save them) that I think I'm always very passionate about my maps. I don't think you can ask more than this from a map maker. I find that my maps eventually developed a "Feel" to them- kind of like a personality that I could use to quickly measure new ideas up against to see if they fitted.
This "feel" also serves as a filter to the suggestions my maps get, it's honestly hard to describe what I mean but there are and will always be a few key parts that I will always refuse to change in a map or all my maps in general.
I just didn't know what these key parts were until I got the suggestion to change them, don't mistake that for me being stubborn tho, because I swear there were a few people who "shared my vision" for my map, they'd suggest big changes that I had only thought of, and when I heard them I Immedietally thought "no, that is stupid", but then there also were suggestions that were actually good- as though they were solutions to problems I didn't even know my map or my maps had. I'm always open to experimentation, since I can always revert any changes I make.
I don't know why I'm writing this long ass text, but I believe this video is nice and interesting. Me, and all other mappers just want to make maps that we're interested in creating and that people would enjoy playing on.
Now having said all of this, have a good day.
There are many Garry's Mod-like maps for Half-Life Deathmatch that are good, too.
this is EPIC! SOURCE ENGINE IS THE BEST #SOURCEMODSMATTER #HALFLIFEFORLIFE!
whats the map at 7:30 ?
minas, I assume
thinking about zombie escape makes me sad :(
ive never had as much fun on any game than css zombie escape back in 2012
2:38 I see G mod’s obsession with watermelon spam is deeply routed
10:12 isn't that that one stairway from the last of us?
Great video! I subscribed! :)
Anyone else prefer CSS over CSGO?
i always adore to see the energy you put on these videos
It still looks good even today.
no no no zhank you my friend
cool stuff. if this is one of your first vids then i think you are about to get pretty big in the future
Dupa voce mam prins ca asta e roman
What is the map at 10:14?, 10:19?
dang now i wanna make a map on gmod
What a Russian «Р»
Very well made and interesting video!
i hate fortnite
❤
Keep up the good work! :)
What is that space map you keep showing?
Thanks for the information
That's an amazing video, brah :)
bro this video is awesome, it deserves more views!
10/10 excellent video
10:49 Does anyone know what that map is called? It looks beyond sick
GM_Sea
Pretty sure it's gm_abstraction_extended, here's the workshop link:
steamcommunity.com/sharedfiles/filedetails/?id=734919940
Count strike is a game of its time, and it shows because THE GAME IS TRASH
Fuck off
Lmao you’re trash xd
Bă, eji român ?
I don't know why but the Indian accent kinda ruins videos for me
racist.
You completely forgot Portal 2 mappers. There are a lot of really cool Portal 2 maps, with optical illusions, impossible rooms, and infinite repeating corridors, all combined with cool visuals and interesting puzzles to make some of the coolest Source maps ever.