How to download, install and launch the Hammer World Editor.
Basics overview of the interface and navigation in World Hammer Editor. Most commonly used tools and functions are covered.
Player and architecture scale and dimensions. Tips on how to keep your map to proportion.
Complete tutorial focusing on bsp brush geometry for beginners in CS:GO SDK.
There are 3 basic prop model types that you will be dealing with. Static, physics and dynamic. In this tutorial I will show you how to add them.
Overview lighting basics of how to illuminate your first map. Tutorial also covers how to problem solve some common light issues.
Tutorial covers how to texture your geometry, how to replace textures, how to apply your textures as well as how to optimize early using nodraw texture.
How to compile and run your first environment in-game.
Learn how to use photographs and break them down to scale so you can build them in Source/Hammer editor.
Layout: Flow, Pacing, Balance and Layout Creation:
Learn how to hand draw your top down layouts using these 3 workflow methods/techniques.
Feeling stuck? Follow this tutorial for one-section BSP block-in for gameplay level layouts to get you out of the rut and start creating.
Complete, detailed in-depth guide to creating gameplay layouts for online multiplayer maps. Examples are from Counter-Strike.
Choke points are areas o the map where the attacking team meets resistance from the defending team before reaching the objective. Choke points are also called control points or bottlenecks.
How to use top down paper layout and create a floor plan of the map in order to test gameplay timing of choke points, objectives and path routes.
Gameplay and Map Functionality:
How to create team buy zones and insert CT and T team player starts.
How to insert hostage player models and create hostage rescue zones. This tutorial is for new updated CS:GO hostage rescue scenario.
How to create a standard functional bomb site zones for a diffuse map.
Creating advanced bomb site set up with entity triggers for fire and dust when bomb goes off.
If you are creating fy (fight yard) or aim map, you will need to spawn weapons on the ground for players to pick up. Learn how spawn any weapon on the ground.
If you are creating a training map focused on one weapon type such as ak-47, awp, deagle or revolver then you want to make sure the player spawns only with that weapon equipped.
Learn how to test your level's geometry for bullet penetration, which allows every weapon to penetrate variety of surfaces and do damage to a player behind it.
Learn how to create climbable, functional ladders.
In-depth guide on how to create breakable and non-breakable glass windows using 4 various methods.
Here is how to define which player faction model gets spawned for each team upon spawn.
Environment Creation Workflows:
BSP block-in is the first and most important development process that starts you off to create your game environments.
Working On Your Map:
Learn how to use VisGroups to organize and manage your maps and various objects within it.
Decompile BSP map files into VMF files so you can open them inside Hammer Source level editor to learn and study from.
Quick Tips/Techniques and Bug Fixes:
Part 1 of 10 quick, useful tips to help improve, refine and remind you of tools, techniques and principles you may have not known or forgotten about. All videos are very short, between 30 seconds to 2 minutes.
Wildfire update (Feb. 2016) introduced an error of black prop_static when compiling your map. Here is how to fix it.