Setting up the editor and playing your level
The first step is to actually play the game.
I can't stress how important this is, and not because it's a good game.
Doing this ensures that everything is fully loaded and set up for making maps with.
To get into the editor, you go to the 'library' tab in Steam, click on 'all games', and choose 'tools'.
Go down to 'Counter Strike: Global Offensive SDK', click 'nextnextnextnext.
finished' then once it's downloaded, double-click on it and choose 'Hammer World Editor'.
The level I am about to make is the simplest that will work in Counter Strike GO.
It will consist of a hollow cube with at least one spawn point for each team inside.
The reason for the hollow cube is that it stops the nothingness from outside the level from getting in.
Think of it as space, where you can't have a hole in the space-craft, no matter how small.
If there is a hole in your map, you get a leak, and this causes all sorts of problems.
A spawn point is needed in any level, as these are the places your character starts from at the beginning of each round.
Now I'm going to make the level.
Once Hammer has loaded, go up to 'File' and click 'New'.
This makes a new map.
Get into good habits, go up to 'File', and save the map as it is.
I'm choosing the name 'firstmap'.
Now let's make the hollow cube.
Go up to 'Browse', and choose the texture that you want to use.
I'm using this one.
Once you've done this, go across to the ‘block tool’ and select it.
This lets you make blocks in your level.
Drag out a square like so, adjust the height if you want to, and once you’re happy, press ‘Enter’ to make it.
To view the map so far, move the mouse over the top left screen and press ‘Z’.
Move around with WASD and the mouse.
You’ll see it’s in wireframe at the moment.
To change this, click on ‘Camera’ and choose ‘3D Textured Shaded Polygons’.
Great, we now have a block.
To make it hollow, go up to ‘tools’ and click ‘make hollow’.
I choose the value ‘-32’ as it then hollows outwards.
Move the mouse over the top left screen again and press ‘Z’.
I’ve moved the camera inside the block so we can see inside the level.
Next, I’m going to make the spawnpoints in the level.
To do this, click on the ‘Entity Tool’ on the left hand side of the screen, and click in the level where you want the characters to spawn.
I have made two spawn points: one for terrorist, and one for counter-terrorist.
By default, they are all for terrorists.
To change this, click on the ‘Selection Tool’ like so, and double-click on the one you wish to change.
Apply, now if you move the camera up close you’ll be able to see the model.
Doesn’t he look nice.
To play the game, click on the ‘Run map’ button or press ‘F9’.
Click ‘Okay’ and it will render your map.
Once your map has finished rendering, load up ‘Counter Strike GO’ and go to the options menu.
Make sure that the ‘Developer Console’ is set to ‘yes’.
Now press the ‘console button’ on your keyboard, and type in the name of your map.
Click ‘Submit’ and wait for your map to load.
Choose a team, and you should be able to play the level.
Sure, it’s simple, and there are some graphical glitches- due to the lighting- but they’re simple to fix, and think of the possibilities.
(Skippable) - Timelapse of making a map
You can skip this stage, it just shows me making the tutorial map in about 20 minutes.
Basics of making a map
Hello everybody, this map you see here was made in less than 20 minutes, using only the things taught in this tutorial.
Previously on this tutorial series.
So far we have a working level, but there are problems with the lighting.
Some things are completely black, whilst other things are bright.
To fix this, you need to add lighting.
Here it is before lighting, and here it is after.
I’m sure you’ll agree that it’s a big improvement.
So, let’s get on with it.
You make a light the same you make a person.
You go up to the ‘Entity Tool’, select it, click somewhere in the level, click on the ‘Selection tool’, select it, and double-click on the entity you just made.
However, instead of choosing a player in the drop-down list, type ‘light’.
Once selected, click ‘apply’.
Well done, you now have a working light in your level.
I’m going to move it to the middle of the level to get the best lighting.
It doesn’t tend to work too well if the light’s in a wall.
This should now work in-game.
As you can see, this is a very important part of the tutorial.
Make sure you have annotations turned on for this video, and click on the part you want to watch.
Or you can watch through all of it.
Click on the ‘block tool’, on the left hand side of the screen, click ‘browse’, and find the texture you wish to use.
Double-click on it, then drag out a square in one of the grid views.
Once you’re happy with its position, press ‘Enter’ to make it.
If you want to change the size of one you’ve already made, click on the ‘Selection tool’ and select the block you wish to edit.
You can then drag the edges in all directions.
You can use the scroll mouse to zoom in on this grid view.
If you’re finding the grid the wrong size for the blocks you’re trying to make, change the size of the grid.
You can do this by clicking on the ‘plus’ and ‘minus’ buttons here.
As you can see I can now choose more precise sizes.
When it comes to texturing something you’ve already made, you can either texture all of it, or one face of it.
To texture all of it, click on the ‘Selection Tool’ and click on the object you wish to retexture.
Click on the ‘Browse’ button on the right hand side of the screen and choose a texture.
Now, click on the ‘Apply Current Texture’ button on the left hand side of the screen and it should change to the new texture.
If you want to texture individual faces, you can use a very powerful tool called the ‘Toggle Texture Application’ tool.
Once you’ve clicked here you’ll get this little menu.
When you click ‘Apply’, any of the faces that are selected will change to the new texture.
Alternatively, you can choose a texture, then right-click on the face to change it.
So once again, you click ‘Browse’, find the texture you want to use, then right-click on the faces to change them to the new texture.
If you want to have sky in your level, it works the same way as a normal texture.
Click ‘Browse’ and find the skybox texture.
It helps to type ‘skybox’ in the filter box at the bottom.
Find the texture that looks like this, double-click on it, and apply it to any wall that you want to look like sky in the game.
The first tool I’m going to talk about is the clipping tool.
It lets you cut objects in half.
Click on the ‘Selection tool’ at the top of the screen and select the block that you wish to cut in half.
Now click on the ‘Clipping Tool’.
To use it, move the mouse over one of the grid views, and hold down the mouse button to make the cut.
The area that’s in white will be left after you’ve pressed the ‘enter’ button.
If you make a cut, but don’t press ‘enter’, you can click on the ‘clipping tool’ and it will choose which area is left after you press ‘enter’.
If both sides are white, as you can see here, it will create two separate objects.
Now onto the second tool.
The ‘Vertex Tool’ lets you adjust the edges of objects you have already made.
First of all, make sure the object is selected.
Now, click on the ‘Vertex Tool’ and you’ll find lots of white squares around the outside of the object.
Select one of these and drag the mouse to adjust the position of the corner.
Once you’re happy, click on the ‘Selection tool’ to save the new shape of the object.
There are some advanced shapes that you can use in the editor.
To get to them, click on the ‘Block Tool’ on the left hand side of the screen, then on the right-hand side of the screen, find this drop-down list.
I won’t go into them in detail now, but some of them are more useful than others.
Have a go.
Just be sure to set it back to ‘block’ after you’ve finished.
‘Objects’ include trees, barrels, bottles on the floor, cars.
things like that.
To add one to the level, click on the ‘Entity Tool’ and click somewhere in the level.
Now go up to the ‘Selection Tool’ and double-click on the entity you’ve just made.
Type ‘prop’ and several options will apear.
The only ones you will need will be ‘prop_dynamic’, ‘prop_physics’ and ‘prop_static’.
I’m going to be using prop_static, as it works for most objects.
Click ‘Apply’, then click on ‘World model’.
Click on ‘Browse’, and if you have a problem with this screen loading up, quit it and click ‘Browse’ again.
Once it’s loaded, type the name of the object you wish to add in the ‘Filter’ box.
I’m going to choose a tree.
You can click on the ‘Info’ tab and it will show you all of the types of objects that it will work for.
This is useful if it doesn’t show up in-game, or if there’s an error.
I use ‘prop_static’ for things that don’t move, and ‘prop_physics’ for things that do.
Not all things work with ‘prop_physics’, for example, this tree doesn’t.
Click ‘Apply’ for it to appear in the level.
Buyzones, bombzones and hostages
This video will show you how to make bombzones, buyzones and hostages into your level.
To make a buyzone, you must first make a block around the area you want it to be.
The texture doesn’t matter, however everybody seems to use the Trigger texture since it’s see-through and is easy to identify.
Once you’ve made the block, select it and press ctrl+t.
This brings up this menu.
Type in FUNC_ BUYZONE, click apply, click on where it says TEAM NUMBER (INT_ and choose the team from the drop-down list.
Click APPLY again.
Well done, you have now made a buyzone.
Bombzones are even easier to make.
You make a block where you want the bombzone to be, press CTRL+T and choose FUNC_BOMB_TARGET from the dropdown menu.
Click APPLY and you’ve made it.
The game automatically assigns them a letter, if you don’t like the letters you can swap around the bombsites.
You can make little signs pointing to the bombsites by clicking on the OVERLAYS tool here, and then by choosing a texture from the BROWSE menu.
Type BOMB, and these will come up.
All you have to do now is to simply click in the level where you want the overlay to be.
To add a hostage into your level, click on the ENTITY tool and click in the level where you want the hostage to be.
Select the SELECTION tool and double-click on him.
Choose HOSTAGE_ENTITY from the drop-down list.
The game automatically chooses a random hostage model, so you can’t set anything here.
Fortunately, this one isn’t in the game, because he’s really creepy.
You make the hostage rescue point the same way that you make the bombzones and buyzones.
Make a block where you want the hostage rescue to be, press CTRL+T when it’s selected, and choose FUNC_HOSTAGE_RESCUE from the drop-down list.
And there you have it.
Once you’ve loaded up the map for the first time, it should calculate the navmesh for the bots, so they should be able to find their way around.
Other mapping series http://steamcommunity.