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Your First Map
By Matrixfan  Last changed Aug 30, 2006

 

This tutorial will guide you through the process of creating your  first Counter-Strike: Source map. Please note that the hollow feature you will be using is not the best way to make a room and should not be used in larger endeavors; I used it because of the simplicity. Please follow this tutorial with "Your Second Map."

 

You can download the completed VMF here

 


 

Starting Hammer

 

Start the "Source SDK" from your Tools section in the Steam games list. Once it has started make sure your Current Game is set to Counter-Strike: Source. Double click  "Hammer Editor" and it will load the mapping program with Counter-Strike: Source settings.

 

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Familiarizing Yourself With Hammer

 

Once Hammer is started you will see a screen that looks something like this:

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For this tutorial there are several tools from the left menu we will  be using.

 

This is the selection tool, it does exactly what it says.

 

This is the camera tool, it is used for navigating the 3D view port.

 

This is the entity creation tool, use it for placing things like spawn points and lights.

 

This is the block tool, it creates all the brushwork in maps.

 

This is the texture application tool, used for changing the texture on certain faces.

 

On the right side of the screen we will be using the texture bar. Clicking the browse button will bring up the texture browser where you can select the textures you need to use.

 

 


 

Brushwork And Textures

Before we make the actual brushwork, navigate to the texture browser, in the filter box at the bottom type in "toolsskybox", you should only be presented with one choice, double click it. Once you compile the map, this texture will be replaced with the sky texture.

From the left tools bar, select the Block Tool. In the top right view port, click and drag to make a square, make it 1024 x 1024. In the front or side view port, click the handles and drag the box up until it is 1024 units high. Click enter and you should see something like this:

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You may need to use the camera tool to adjust your 3D view .

Right now we have a solid cube, however, Hammer has a built in hollow tool.  With the selection tool, click on the cube in the 3D view port, it should turn red. From the top menu bar choose "Tools > Make Hollow", the default value of 32 will be fine.

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Use the camera tool to navigate into the cube. Using the Texture Tool, select the bottom interior face.

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Open the texture browser. Search for "Grass" and then choose one that you like. Click apply and you should see the grass.


 

Entities

We have completed the brushwork and texturing in this map, now we need to create the spawn points, buy zones, and light.

Using the Entity Tool and working in the 3D view port, click the ground on one side of  the map. You will see an entity on the map. On one of the grids, right click the newly created entity and choose properties. From the drop down menu set it to info_player_terrorist, the default settings are fine. Repeat these steps on the other side of the map, except this time set it to info_player_counterterrorist.

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To make the buy zone, we will use brush based entities. Open the texture browser and search for "toolstrigger"

Using the block tool, create a brush around one of the spawn points. Make sure you size it to extend to the ground. If it does not fit to the grid, you can use the [ and ] keys to change the grid size.

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Select the buy zone brush, right click and choose "Tie to Entity". From the drop down menu choose "func_buyzone". Make sure SmartEdit is on and select "Team Number", choose the team that corresponds to the spawn point it is enclosing.

Repeat  the buy zone steps around the other spawn point, make sure you change the team setting in the entity properties.

The last entity we need to add is the light. Using the point entity tool create another entity. Right click the entity and choose properties, in the drop down menu select  light_environment. This entity causes light to emit from all the skybox textured faces. The default settings are fine, so just click apply.

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Your map is now complete and should look like the following:

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Compiling

To transform what you see in Hammer into something that the game will understand, the file needs to be compiled. Fortunately, if you follow good mapping practices, this part will go smoothly.

To begin the compiling process, just press F9 and use the following settings:

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Click ok and after the tools finish running, Counter-Strike: Source will start and load the map.


Final Result

Congratulations, you have successfully completed your first map!  I hope this tutorial was easy to understand, if you have any questions or comments, I can be reached at matrixfan@countermap2.com

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