Essential principle to any map creation, is keeping your world to scale and proper proportion. Walls, hallways, windows, doorways have to look just right to make your map realistic. If one of architectural elements looks too big or too small, the illusion of the world is gone. No matter how beautifully lit and textured it is.
Before starting your map in CS:GO, you need to know key unit dimensions for characters and architecture. This includes character crouching, standing, width. Wall heights, depths, stairs height and depth, windows, doors etc. You can't fix this in the later stages of your production, without remaking and reworking your geometry. So you must make sure that when you build your first wall, your first doorway or your first window, that they look correct.
In this tutorial we are going to cover all the necessary dimensions that you need to know in order to keep your map to correct scale and proportion.
You will learn:
PLAYER DIMENSIONS
Here are basic player dimensions.
HEIGHT/WIDTH GEOMETRY CONSTRAINTS FOR PLAYER MOVEMENT
JUMPING HEIGHT
MAXIMUM HEIGHT FOR WALKING OVER OBJECTS WITHOUT JUMPING
STAIR HEIGHT AND DEPTH
AVARAGE WALL HEIGHT
DOOR/WINDOW HEIGHT AND WIDTH
Door and window height/width depends on the door prop model that you will use. Some doors are bigger, others slightly smaller. So this will vary case by case basis.
HOW TO KEEP YOUR MAP TO PROPORTION
Use developer textures:
Use props and objects:
Use player starts player reference model:
GRID SETTING AND SCALE
Grid settings and grid snaps are one of the most important beginner elements to keep in mind. Make sure that your grid snaps are turned on.
Grid units correspond to world units.
[ ] (bracket Keys) - Increase/Decrease Grid size
Bottom right of Hammer you will see grid display.
I use 16 or 32 for blocking in. You can access few of other options for grid setting under:
CS:GO SDK Beginner Basics Series:
How to Download, Install, Launch Hammer World Editor
Level Editor Navigation and Interface Basics in 15 minutes
Player and Architecture Scale, Dimension and Proportion
BSP Brush Geometry: How to Create Your First Room
Adding Prop Models: Using Models In Your Map
Adding Lights: How to Light Your First Room (Lighting Basics)
Texturing: Applying Textures and Principles for Optimizing Early
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