kobaj
VIP Member
So Ive noticed that a lot of people are getting into modding with the source engine and hammer. By "a lot" I mean 3, so I figured I would give a list of handy links of all the good old guides I used when I started learning mapping. unfortunately, the links were old...too old, so old, the sites have gone down. I managed to find a few good ones left though, and they will come at the end of the tutorial. So since I have no guides to give, I decided to make one!
Here is the end result
This map includes a
-Skybox
-texture
-spawnpoint
-entity
I figure I auta start teaching you on how to make a map already. Whoooa, slow down there. You have to HAVE all the right tools and have them set up correctly first! I can assume you have a game based on the source engine (Half Life 2, Counter Strike Source, etc) and know how to open steam, from there head to your tools tab and you can right click "Source SDK" and download.
Once finished and you open it up, If you want to edit ORANGE box maps, start the SDK as normal. If you want to edit COUNTER STRIKE and other pre-orange box, right click the SDK, properties, set launch options, and put this "-engine ep1" without quotes. A menu of all the fun source stuff can be found next. Try the face poser, and model viewer, fun stuff! However, I havnt a real clue how they work, so lets just head onto hammer. Double click "Hammer Editor" and hammer should start up, have a bunch of messages. (EDIT: Hammer AUTO configures itself now!
!)
Generally right here in a guide would be the "planning" stages, but thats not really hard, a piece of paper and a pencil works great, draw your imagination!
So lets get started! Click file, new, and your window should look like this.
We begin by making a hollowed out cube which will work as our skybox. First click the block tool and draw a block in the top right corner of the black window.
As you can see from the top it looks nice and big, but from the side (bottom left and right black windows) it doesnt look like someone would fit in there! Just like resizing an object in microsoft paint, click and drag the middle white square down some. Once youve done that, hit enter and our box is created! The top left black window is 3d view, click the camera tool and you can zoom around just like in CSS (AKA, WASD and mouse except no gravity!) "VIEW>shadded and texture" if you want it like mine to see the texture on the object.
Now we need to hollow it out, so we have a room to walk around in. Using the point tool click on your box in 3d view, then click "TOOLS>make hollow". 32 is a little big for my liking, select 16 for a much better wall to work with, click ok. You will see your cube in 2d view has been hollowed out. You can click the camera tool and fly inside the cube to see inside it.
We need to have a reference for how big our map and entities are, so lets place a human sized entity. Click he entity tool, then on the bottom right hand corner "Objects" select "NPC_metropolice" (or any other human you want, dont worry, it gets deleted later....well if you want). Using the 2d views and point tool drag it into your map, and somewhere around the floor.
FOR COUNTER STRIKE MAPS ONLY: We need an entity that spawns the player, T and CT. Click the entity tool again, from object choose infro_player_terrorist and place it somewhere in your map (close to the ground once again is good). Do the same again and select counter terrorist this time.
FOR HALF LIFE 2 MAPS ONLY(NOT DEATHMATCH, I dont know how to do them...): Same thing except only one info_player_start.
I accidentally had it set up from my previous mod and this is a map for Half Life 2 Episode 2, I meant for CSS, but map making in hammer is all the same.
So the texture of the walls is a little bland, lets spice it up with a skybox texture and a ground texture. Click the texture cube and then inside the 3D view click all the walls and the roof (control click to select more then one) Then click browse and find toolsskybox (not 2d skybox, not any others). In the filter bar in hammer you can type skybox and scroll all the way down, and there it is. Apply it to the walls and roof.
We dont want the standard skybox so click "MAP>Map properties" and then skybox texture name, all the names and their appropriate skys can be viewed here. Just type in the one you want and click apply. Find a nice texture for a floor and apply that as well.
Finally we need a light in there or else we wouldnt be able to see anything! Create another entity this time with the object of light_environment and place it someplace high in your map.
Well there you have it, youve created a map! Of course its VERY VERY basic, but thats where we all start isnt it? Oh wait, Ive almost forgotten, you want to publish it to the world!
Click "MAP>check for problems" It should come up with nothing as long as your map is sealed (no holes, aka, if I were able to run around inside the map, then toss a penny through a hole into the "blackness" outside, then you have a hole.) Its a simple fix, just plug the hole with something. Its bad practice, but if you cant find the hole then just place a gigantic hollowed cube around your entire map. Problem solved. But PLEASE, for the love of all that is holy, do not leave you map with a problem!!!
So now we need to compile, click "FILE>run" and save it in your map directory, for half life 2 episode 2 it is c:/program files/steam/steamapps/yourname/half-life 2 episode two/ep2/maps (I think...) Should be similar for other games like CSS. If your just running the map for a quick test, put everything on "fast". If your producing your final map, run everything on normal. (And if you dont plan on running th game after compiling then tick the checkbox, but why wouldnt you want to play?)
If you run into errors its generally because the SDK is currently being updated to include episode 2 and TF2 and portal, it might clear itself up, it might not, ask here if you have a problem.
SOMETHING I SHOULD STRESS and probably havnt been, SAVE YOUR MAP!!!
Final map here if you want to download my map and run in hammer
Final map here if you want to download my map and run from half life 2 (console "map testmap")
(right click save as)
This was just to get a feeling of how to run around in hammer. Most other stuff is covered by the hundreds of tutorials on the internet, however this was kinda fun for me. Dunno, stick around Im thinking perhaps non linear landscape and water for the next tutorial. Anything is possible in hammer!
Speaking of guides, here is a list of useful links that I found still work.
-Entity list
-Hammer Documentation
-Mapping community
-Map hosting (Just ask nicely).
-Character mapping
Questions? Comments? Good luck with your maps!
Here is the end result

This map includes a
-Skybox
-texture
-spawnpoint
-entity
I figure I auta start teaching you on how to make a map already. Whoooa, slow down there. You have to HAVE all the right tools and have them set up correctly first! I can assume you have a game based on the source engine (Half Life 2, Counter Strike Source, etc) and know how to open steam, from there head to your tools tab and you can right click "Source SDK" and download.
Once finished and you open it up, If you want to edit ORANGE box maps, start the SDK as normal. If you want to edit COUNTER STRIKE and other pre-orange box, right click the SDK, properties, set launch options, and put this "-engine ep1" without quotes. A menu of all the fun source stuff can be found next. Try the face poser, and model viewer, fun stuff! However, I havnt a real clue how they work, so lets just head onto hammer. Double click "Hammer Editor" and hammer should start up, have a bunch of messages. (EDIT: Hammer AUTO configures itself now!

Generally right here in a guide would be the "planning" stages, but thats not really hard, a piece of paper and a pencil works great, draw your imagination!
So lets get started! Click file, new, and your window should look like this.

We begin by making a hollowed out cube which will work as our skybox. First click the block tool and draw a block in the top right corner of the black window.

As you can see from the top it looks nice and big, but from the side (bottom left and right black windows) it doesnt look like someone would fit in there! Just like resizing an object in microsoft paint, click and drag the middle white square down some. Once youve done that, hit enter and our box is created! The top left black window is 3d view, click the camera tool and you can zoom around just like in CSS (AKA, WASD and mouse except no gravity!) "VIEW>shadded and texture" if you want it like mine to see the texture on the object.

Now we need to hollow it out, so we have a room to walk around in. Using the point tool click on your box in 3d view, then click "TOOLS>make hollow". 32 is a little big for my liking, select 16 for a much better wall to work with, click ok. You will see your cube in 2d view has been hollowed out. You can click the camera tool and fly inside the cube to see inside it.

We need to have a reference for how big our map and entities are, so lets place a human sized entity. Click he entity tool, then on the bottom right hand corner "Objects" select "NPC_metropolice" (or any other human you want, dont worry, it gets deleted later....well if you want). Using the 2d views and point tool drag it into your map, and somewhere around the floor.

FOR COUNTER STRIKE MAPS ONLY: We need an entity that spawns the player, T and CT. Click the entity tool again, from object choose infro_player_terrorist and place it somewhere in your map (close to the ground once again is good). Do the same again and select counter terrorist this time.
FOR HALF LIFE 2 MAPS ONLY(NOT DEATHMATCH, I dont know how to do them...): Same thing except only one info_player_start.
I accidentally had it set up from my previous mod and this is a map for Half Life 2 Episode 2, I meant for CSS, but map making in hammer is all the same.

So the texture of the walls is a little bland, lets spice it up with a skybox texture and a ground texture. Click the texture cube and then inside the 3D view click all the walls and the roof (control click to select more then one) Then click browse and find toolsskybox (not 2d skybox, not any others). In the filter bar in hammer you can type skybox and scroll all the way down, and there it is. Apply it to the walls and roof.

We dont want the standard skybox so click "MAP>Map properties" and then skybox texture name, all the names and their appropriate skys can be viewed here. Just type in the one you want and click apply. Find a nice texture for a floor and apply that as well.

Finally we need a light in there or else we wouldnt be able to see anything! Create another entity this time with the object of light_environment and place it someplace high in your map.

Well there you have it, youve created a map! Of course its VERY VERY basic, but thats where we all start isnt it? Oh wait, Ive almost forgotten, you want to publish it to the world!
Click "MAP>check for problems" It should come up with nothing as long as your map is sealed (no holes, aka, if I were able to run around inside the map, then toss a penny through a hole into the "blackness" outside, then you have a hole.) Its a simple fix, just plug the hole with something. Its bad practice, but if you cant find the hole then just place a gigantic hollowed cube around your entire map. Problem solved. But PLEASE, for the love of all that is holy, do not leave you map with a problem!!!
So now we need to compile, click "FILE>run" and save it in your map directory, for half life 2 episode 2 it is c:/program files/steam/steamapps/yourname/half-life 2 episode two/ep2/maps (I think...) Should be similar for other games like CSS. If your just running the map for a quick test, put everything on "fast". If your producing your final map, run everything on normal. (And if you dont plan on running th game after compiling then tick the checkbox, but why wouldnt you want to play?)
If you run into errors its generally because the SDK is currently being updated to include episode 2 and TF2 and portal, it might clear itself up, it might not, ask here if you have a problem.
SOMETHING I SHOULD STRESS and probably havnt been, SAVE YOUR MAP!!!

Final map here if you want to download my map and run in hammer
Final map here if you want to download my map and run from half life 2 (console "map testmap")
(right click save as)
This was just to get a feeling of how to run around in hammer. Most other stuff is covered by the hundreds of tutorials on the internet, however this was kinda fun for me. Dunno, stick around Im thinking perhaps non linear landscape and water for the next tutorial. Anything is possible in hammer!
Speaking of guides, here is a list of useful links that I found still work.
-Entity list
-Hammer Documentation
-Mapping community
-Map hosting (Just ask nicely).
-Character mapping
Questions? Comments? Good luck with your maps!
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