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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.
Familiarizing Yourself With Hammer
Once Hammer is started
you will see a screen that looks something like this:
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:
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.
Use the camera tool to navigate into the cube. Using the
Texture Tool, select the bottom interior face.
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.
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.
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.
Your map is now complete and should look like the following:
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:
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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