Sunday, June 24, 2012

Hello there

For all you regulars, you may be wondering why I haven't posted anything since some months. The reason is simple; I am busy upgrading this website. Right now, I am making a custom theme for my wp powered website. The new website will
  • Host all my maps
  • Host all cs 1.6 mapping tools so you need not download from different sites
  • Complete the cs 1.6 mapping tutorials 
  • Host counter-strike source tutorials
  • Host counter-strike go tutorials
  • Post gaming and level designing news
  • And if the demand is high, I will also add a forum
You can expect the site to be up and running in 1-2 months.

Saturday, February 25, 2012

Making rotating doors

This is a simple tutorial on making rotating doors.

Step 1
Make a brush which should have a height of 96 units, with of 64 units and thickness of 8 units. This will be your door. Now make a brush covered in the origin texture. Place it at the edge of the door like this:
This brush covered in the origin texture indicates the point of rotation of the door. The center of origin brush tells the compiler the edge of the door from where it will rotate.

Step 2
Now select the door and the origin brush and turn it into a func_door_rotating entity. Now just compile the map and the door will rotate when pushed.

You can also further customize the door. Enter a value in the speed property box to change its speed. You can also add sounds when it moves and when it closes by using the move sound and stop sound box. Everything else is pretty much self explanatory. Also don't forget to check the flags; there are important options given for controlling the door.

Sunday, February 19, 2012

Mapping tips and tricks #1

This list shows tricks which can boost your mapping workflow. Although they are geared towards the goldsrc engine, source mappers will also find it useful.

Changing 3d view background color
You can change the background color of the 3d view by going to tools > options > 3d views and clicking on the pick color button on the bottom of the page. Many people do this to help them differentiate between different textures and brushes.

Moving around quickly in the 3d view.
Move your cursor in the 3d view and press z. Now move it around and scroll the mouse wheel. You can now move around much faster then the camera tool.

Making multiple profiles
You don't need to change your preferences whenever you want to many for other mods. Just go to tools > options > game configurations and add a new configuration. When you start making a new map, hammer will ask you which configuration you want.

Entity properties will be altered
If you click on the group ignore button. After pressing this, you will be able to change any entities properties but it will be messed up if you change it again. To avoid, just deselect the group ignore and make any changes to entities.

View connections
This helpful option renders a line between every connected entity. This is particularly useful to test complex entity systems. To enable this option, just go to view > show connections and you are done.


Optimizing your map
Make everything covered in the null texture when you start mapping. Only when you need to test the map; add some textures. You can also use the bevel texture but keep in mind that it removes solidity from the brush.

Optimizing arches
Use this method to make arches. This is the most effective method to make arches. Also, group together the brushwork to make the arch easier to work with.

Optimizing brushwork
When placing prefabs, keep in mind that they are placed 1 unit above the floor. This will ensure they don't cut the floor texture. This also results in better lighting. If a complex prefab is placed, just convert it to a func_wall. In this case, it is unnecessary to place it 1 unit above the floor.


Design workflow
Even if you are making a small aim map, it helps to first draw a diagram showing the breakpoints and the arena structure. Only then you should start making it. Concentrate on making few but quality maps. Also, keeping wads and rmf files in seperate folders helps keeping everything tidy.

Adding res file
Many mappers forget to add a res file. You should always add a res file unless you haven't used any custom textures, models or sound files. This is a tutorial on making a res file. Also remember, never name you map name or custom assets in capitals as server admins who use linux servers know that linux servers won't serve files with their names in capitals.

Polish your map
It is always a good practice to playtest your map a few times before distributing. Before publishing your map, add decals and overlays as these are cheap and boost the visuals of the map. Also, add zbots to your cs 1.6 installation as they are useful in playtesting.

Archiving your maps
Make an archive of your maps. Bundle the rmf or vmf file with it. Also keep custom textures and their sources with it. This helps in the longer run as you can use many prefabs from your older maps and they won't get lost or deleted. Also, saving your map every few minutes is helpful. There is also an option in hammer where it will autosave your map every few minutes.

Play different games
The key to make good maps is to make unique maps. Play games, watch movies, read novels. This all will help you get inspiration for your next map. Think about how you can add a unique feature in your map. Think about adding a story to a map. People are tired of playing the same boring aim maps. No one innovates nowadays.

Make your custom gametype
Goldsrc is now 14 years old but people still haven't stopped making maps for it. But people still make the same maps with the same game types like de, cs, as, etc. Make your own gametype. Quite some time ago, I made a system where players would have to destroy a certain relic to unlock more parts of the map. This was quite similar to the rush gametype of bfbc2. Think outside the box. Right now, I have made a module where the map geometry changes after every round. Now how cool is that. Innovate. Don't just spam aim maps.


Saturday, February 18, 2012

Making proper arches

There are many ways to create arches in the goldsrc engine. But the method which saves the most polygons wins. I have been mapping for quite some time now and I have seen many mappers make arches poorly. They could have saved a lot of polygons if they would have carefully made their arches. So I am going to explain this tutorial in detail.
 In this tutorial I will teach you how to create arches the proper way in cs 1.6

Step 1
First, make a 128x128 wall. This is the base brush. From this, you are going to create a arch. Now, clip the sides of the brush by 16 units. It will look like this:


Now, create a cylinder of 96x96x96 units and place it next to the middle portion of the wall. This ensures it fits properly in the middle of the wall. It should look like this:

Step 2
Resize the wall behind the cylinder until its height is half of the cylinder. Now select the wall and use the clip tool to cut segments in the wall. Cut segments for every side of the cylinder. See this screenshot:
My cylinder is composed of eight sides so the wall is divided into only four segments. If your cylinder is made up of more sides, lower the grid size and cut more pieces. There is no need to match the exact location of the vertice on the cylinder but you may need to use smaller values to create more detailed arches.

Step 3
After cutting it, move the vertices upwards to match the vertices on the cylinder. There is no need to match the exact vertices but you may need to do so if you want to create detailed arches.
 You should get a alert box asking you to merge the vertices at the center. Click on yes. Now refer this screenshot:
Move the vertices on the blue circles to the orange circles. This makes them triangles thereby reducing their polycount. This technique saves a lot of vertices and shows a lot of difference when lots of complex arches are used in a map. When making complex arches, move all the vertices on the orange circle. You will get multiple alerts asking you to merge. Click on yes. Now delete the cylinder. The final arch looks like this:

Notes
To makes arches quickly, simple make one side and then copy paste it and rotate it to 180 degrees and place it next to the other arch.
Making cylinders of 32 or more sides may not allow the map to compile. To overcome this problem, simply make a 32 sided cylinder and cut it in half. The compiler will treat it as two separate brushes.