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Author [EN] [PL] [ES] [PT] [IT] [DE] [FR] [NL] [TR] [SR] [AR] [RU] Topic: map making tutorial  (Read 1688 times)

Offline argikt

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map making tutorial
« on: April 11, 2017, 09:33:19 pm »
Hello

I would like to start modding, I would like to know if there's a good tutorial. I saw valve hammer videos, and we... There's any tutorial especific for VBTM?

thanks!! :cometome:

Offline _IZAC_

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Re: map making tutorial
« Reply #1 on: April 11, 2017, 09:50:44 pm »
Not that I know of but really learning the basics of Hammer is necessary and is the same no matter what game it is for so any hl2 tutorial would do. I'm sure there are hundreds out there.

Offline Wesp5

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Re: map making tutorial
« Reply #2 on: April 11, 2017, 09:53:09 pm »
Also I recommend to decompile a small Bloodlines map with the SDK decompiler and then start editing and compiling it to learn the basics!

Offline Entenschreck

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Re: map making tutorial
« Reply #3 on: April 12, 2017, 12:34:20 pm »
I recommend playing games you like and analyse their level design. As I've stated quite a few times before in other threads, I'm a huge fan of the games made by Arkane Studios (Dishonored, Dark Messiah of Might and Magic). Dark Messiah is even powered by the source engine, so you get a nice idea of what's possible.

When it comes to learning hammer, I suggest you check out TopHaTTwaffle, 3kliksphillip, and worldofleveldesign on YouTube. Most of the tutorials are focusing on Counter Strike, but that doesn't really matter.

The most important piece of advice I can give is probably that you should learn as much about optimization as you can and build your maps with optimization in mind. Select the "nodraw" as your default texture and apply world textures only to faces that the player can see.
When you start a new map, don't worry about details too much. It's better to add them later. Finish your rough, but properly scaled layout first and make sure that there're no leaks. Then you can go crazy on your detail brushes. Turn every single one of those detail brushes into either a func_detail, a func_brush, or a func_illusionary, depending on the brush's purpose.
Pillars, door frames, stairs, arches, etc should all be func_details. If you want to disable a brush's shadows or hide/unhide it then it should be a func_brush, since you can assign a targetname to it. Non-solid stuff, like cobwebs should be turned into a func_illusionary.
I always use Entity Report to search for all of those func_* entities, group them together and assign them to their own VisGroup. With that method it's very easy to track down accidental leaks or details that haven't been turned into a func_*, yet.


Offline argikt

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Re: map making tutorial
« Reply #4 on: April 12, 2017, 04:52:31 pm »
Thanks all for the advices!

But I would like to know if someone made a video, that explains making something "easy", something like making a new map (cloning another), inserting in the game (making a door in a hub for example) and putting inside a npc that says "hello world" when speaks to him...

This would be fantastic (for me) for the people that want to do something but has no clues about it.
Is very discorageus, starting knowing nothing and see that  you have a long way to do something simple yourself.
If someone can do a tutorial with something like I said, you can do that video says, step by step and see that you made something, then, people will be motivated to keep modding.
« Last Edit: April 12, 2017, 05:25:00 pm by Wesp5 »

Offline Entenschreck

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Re: map making tutorial
« Reply #5 on: April 12, 2017, 11:17:04 pm »
Quote
If someone can do a tutorial with something like I said, you can do that video says, step by step and see that you made something, then, people will be motivated to keep modding.

There're tutorials that really guide you through the whole process one step at a time. Not specifically made for Bloodlines, but that doesn't matter in most cases. Watching these tutorials will teach you everything you need to know about hammer and source. For the Bloodlines related stuff you should check Dheu's Mod Developer Guide.
Of course it's tough if you're just starting out, but who said that it was easy? If it was, we'd have ten mods with new maps right now.
And while it's fairly easy to get used to hammer, it's damn hard to create good levels that actually play well. There's a reason why you can study that shit.
Guiding players through the world without them noticing it, or introducing new enemy types or game mechanics in a cool way that feels rewarding to the player and doesn't make them feel like they're being lead by the hand... Those are difficult things to pull off. Play Half-Life 2 if you want to know how that's done.

Well, before I get carried away even more, basically, level design is very tough and takes a very long time to master, so don't waste time feeling discouraged. Get started now and get encouraged by your progress.

 

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