Even though I'll probably never make HL maps, since I'm more on Doom Mapping, sure the video is interesting and it has a nice flow to it. It has even a Trenchbroom part, for sure that will be in handy for when I have to use it to make maps in Godot. Great video!
Personally, can't wait for when TB support for GoldSrc is fully fleshed out. TBs brush editing is hands down vastly superior, but the little goldsrc centric touches that are missing still make me use JACK too.
True NGL. That's part of why I decided to make this, to offer something a little slower and to answer some unanswered questions. A.t.m. I mostly wanna focus on the pitfalls and how to ensure beginners have a painless experience. And I wanna offer fancy illustrations along the way!
For those who ask, you can test (to some extent) your maps without compiling them, you just need to have FTEQW and FreeHL installed. PostData: ¿NetRadiant-custom, Netradiant and Gtkradiant have compatibility with Goldsrc or with Svengine?
Great to see tutorials popping up today still, and well made ones at that! Glad to see it getting so much recognition! I'm watching all of this and I don't even plan on making GoldSRC maps :D
I don't think I'll be making half life maps anytime soon but I'll watch this in honor of the 12-year-old version of my that wanted to make CS maps. love the doggos and the laid back demeanor of the video, one of the easiest subscribes of my life
This helped me a ton, tysm for making this video! I used to map for hl a while back using the sdk but now due to making maps for quake 1 and 2 I got really used to TrenchBroom and now knowing how to set up half-life for it means that I can use my skills to make way better maps than ever before! Thanks again and I hope you have an awesome day :3
@@Admer456 I hope you continue to do more tutorials such as this one, they are really helpful, also if I may ask you something, how would one add brush entities such as func_detail to trenchbroom? They are really, really essential and the base hl fgd doesn't have em' of course.
@@Vendicator Should be more or less explained in TWHL's TrenchBroom guide: twhl.info/wiki/page/Tutorial%3A_Setting_up_TrenchBroom_for_GoldSource_games#FGD_files zhlt.fgd comes with VHLT, and you may create a combined FGD that includes zhlt.fgd and halflife.fgd basically.
this video is so nicely editted and cute and nicely like, presented, that its making me kinda wanna make a map just for fun i have had some experience with making maps in trenchbroom for my own game, so following along wouldnt be entirely without reason, but like i think i would also just enjoy it for the sake of it, probably i like hl1s vibes
Im glad that people are starting to come back this kind of video for what i can see, i've tried to learn from some videos but i only found old videos and i didn't understand a thing, basically i had to learn all of it by myself, i plan on making a series to explain everything that i've learned soo far, then whoever finds the video can also make videos about it and the cycle goes on, but i can't record anything becouse it's too laggy, whenever you find a Source game, there is a high chance that you will find the hammer editor inside of it's files, like for Garry's Mod, Team Fortress 2... And they are all basically the same but with some extra entities or removal of entities, like in TF2 where there is NO LADDER ANYWHERE.
What kind of video exactly? I'm curious. Also yeah I can relate to that, I used to map on a 2007 laptop for a long time BTW it's not exactly their version of Hammer that adds/removes entities. The tool is mostly the same, it's literally just the games themselves that have it or not. But yeah it's kinda cringe that there's no ladders in TF2
Im oldschool quake mapper, just randomly found this furry fella, very cool video btw. (Sorry for my English) And thanks for making Trenchbroom more popular
Even tho I know how goldsrc mapping works, I can never dream to be a mapper. I am good at editing but terrible in making maps nor I can even make one from scratch unless I try to copy something. How much I wish I can be a good map maker. Edit: How I can make JACK auto-run the compiled map with a mod or bs/opfor?
My preferred method (instead of auto-running) is running the game in the background and typing "restart" into the console every time I finish compiling the map. But anyway, for BS/OpFor all you gotta do is set the Mod Directory to gearbox or bshift. Everything else should then take care of itself, more or less. J.A.C.K.'s default compile configuration will auto-run the game when the map's finished compiling. BTW don't worry. One way to gain an intuition for design is to copy things. Then all you need is a little bit of imagination to come up with your own things and make them.
@@Admer456 I do sometimes keep the game running and restart after converting. Giving that I have a weak laptop I can't keep it on the entire time, and sometimes I am lazy to open the game. Wish my mod had new maps like I originally planned. Thanks for the info. Also, I am trying to copy the 1st level of 'The House of The Dead 1', I just hope I can succeed. The hardest part is to expand it places never appeared in the actual game.
This was the missing link with basics I needed to not be afraid of JACK/Trenchbroom. I'm surprised but JACK seems more friendlier! I think I'll try them and export to quake format, to fiddle around with Godot
This is precisely why I'm showcasing both editors, so people can see the differences! J.A.C.K. is more suited for Half-Life-specific stuff, but TrenchBroom has a more superior core IMO - it cannot create invalid brushes and working entirely in 3D gives me a better perspective of the map as I'm building it. But that's just me. For Godot, you might wanna use func_godot and export in the Valve220 / Half-Life format. Even Quake mappers use that one because of more flexibility when texturing stuff
@@EacanVisualArt Very, very manually. I basically started with a full map, and I: 1) hid a brush 2) took a screenshot 3) repeated step 1 until no more brushes
I hope Quake maps are not any more complicated than Unreal 2 maps. Cutting the geometry sounds easier than filling it. Wait. Heretic 2 has custom maps? Does it have multiplayer? I thought it was just a short Tomb Raider game.
T.b.h. the only reason Unreal and Unreal 2 are kinda complicated to map for is because UnrealEd is a horribly janky tool and has terrible UX. If we had something like TrenchBroom for Unreal, that game would've been 20x more alive than today, though it's still holding up okay. But yes, mapping for Quake & Half-Life you get some really nice things, like being able to modify geometry at any moment, instead of having to plan for it and it being not very reversible later. Heretic 2 is based on the Quake engine if I recall correctly, so it's definitely gotta have custom maps. As for multiplayer, apparently yes? I've never played the game, just did a quick search for that
so i have multiple questions for trenchbroom, how do i set the skybox to any one i want (i want to use the unused city skybox), why are my fences not working how fences work in real life (they don't have transparency in the spots they are supposed to have transparency), and how do i make transparent surfaces?
Yeah so these are independent of TrenchBroom, it's the same procedure in either map editor: Skybox: select a brush that isn't an entity, go to the Entity tab and change the "skyname" property. For example, typing in "city" will look for gfx/env/cityft.bmp, citybk.bmp and others. Fences: if you use a texture whose name starts with an open curly brace, it is transparent. You must convert the brush into an entity (func_wall) and it needs to have "rendermode" set to Solid, and "renderamt" set to 255. Transparent surfaces: same as above, just use the Texture rendermode and a renderamt somewhere in the middle, like 128. If it doesn't look transparent in-editor, it will still be correct in-game if you have the right entity properties.
Sorry for the mega late reply, TH-cam doesn't give me notifications for replies... ugh. You can find this information on The Whole Half-Life forums and wiki. Decals are done via the "infodecal" entity with an appropriate texture name inside, and level transitions are a bit of a procedure, you'll have to look them up on TWHL.
@@Admer456 i got a new computer recently so i dont have access to my old files (sort of, i can still open the old laptop and get the files) but i think i would want to switch to J.A.C.K. because there are alot more tutorials for it so i can understand functionality a bit more.
Bro, a question that has been eating away at my mind for years, is about an error in the 2003 to 2008 version of the half life sdk, that when making a mod the NPCs make sparks come out of their heads and tend to get bugged, how to solve this? How to remove the error? Since I have many mods paused for that reason
no matter how hard I try I can't get any of these figurations unfortunately, I can't open textures or anything, it won't open explorer or some search stuff just nothing, but thanks but I'll give up.
@@henriquelc3 Which TrenchBroom version are you using? Version 2023 and before add textures in the Face tab Version 2024 onwards you need to click on the "wad" field to bring out the WAD list. If it doesn't appear, then you need to click on the bottom edge of the properties and drag it upwards for it to appear
@@henriquelc3 I said: if it *doesn't appear*, you need to drag the bottom edge upwards so it can appear. There is a chance it is hidden. Look at this video to see where to click & drag: imgur.com/a/wTZxH7J Also, answer my question: are you using TrenchBroom 2023 or 2024?
You can go up to some 4096 units on each axis, from -4096 to +4096. Though you'll likely run into some engine limitations as you try filling such a large space. Good luck!
@@Admer456 i appreciate it :D sometimes i feel like i fly under the radar a lot with all these other tutorial channels popping up, despite probably being the oldest channel 😂 everyone else is really good though so im happy for them
@@Admer456 i mean env_fire entity almost works in all source games hl portal cs tf2 dod l4d pd all of them but somehow my fire doesn't show the particle
Ya, I've worked on a few maps for Obsidian Conflict and Counter-Strike: Source back in 2016, I never finished any of them though. I also worked a bit on a commercial Source game (Amygdala Prelude).
@@Admer456 midget on back 背上的侏儒 seek comfort from kin 寻求亲人的安慰 big worm sprays on you 大虫子喷在你身上 burn it away 把它烧掉 sumo flying in 相扑飞来 dodge then pounce 闪避然后猛扑 Lord Jaraxxus 地獄火之王 samba dance 桑巴舞 summons his minions 召喚他的爪牙 speak the forbidden words 說出禁忌的話 unleash demonic power 釋放惡魔的力量 faction champions 各派系冠軍 clash of heroes 英雄的衝突 fight with honor 以榮譽戰鬥 show off your skills 炫耀你的技能 survive the chaos 幸存於混亂之中 twins 无尽尤格萨隆的卫士 endless guardians of Yogg-Saron 疯狂的尤格-萨隆的无尽守护者 dance with shadows 與影子共舞 escape the illusion 逃離幻象 embrace the true self 擁抱真實的自我 Anub'arak 安努拉克 burrow into the earth 鑽入地底 darkness envelops the arena 黑暗籠罩競技場 destroy the frozen prison 摧毀冰凍監獄 claim victory as the true champion 宣告自己為真正的冠軍 Icehowl 冰嚎 charge forward with thunderous might 以雷霆之力向前衝撞 crush the frozen barriers 擊碎冰冷的屏障 roar of primal fury 咆哮原始的憤怒
@@Admer456 Yesterday doctor yearly went to check Chine’s Brand HBM Lead Ballsacks plate a nd it cracked during inspection sending gamma rays through crack into Doctor spinal cord causing violent convulsions and sever hemorrhage’s
has nothing to do with the video, but i learned to do goldsrc mapping through watching counter strike **SOURCE** mapping tutorials (3kphilips to be exact lmao)
Hello, its me again, I am a big level designer, that's why I'm asking for the C++ mod from my last comment. Since your an "actual" level designer, how do you "edit" the campaign maps on JACK? Like For example; --"Hard-Life, c1a0" --They adding more details on the map --AND its a campaign map.
You can't, really. It's like trying to edit DLLs - they are compiled. It is possible to decompile these BSPs back into .map files, buuuuuut the quality of the decompilation will be terrible. The best you can do is remake these levels cleanly.
thank you my furry friend :) (never understood the hate for furries) (IM NOT A FURRY JUST DONT KNOW WHY U HATING LIKE WHATS IT THATS SO BAD HATE FOR TERRARIANS AND SHIT I GET IT BUT THIS IS JUST HIS DIGITAL IDENTITY GIVE HIM A BREAK)
Don't you worry, I'm making a playlist the moment the next mapping video is out. Right now according to my plan, there's gonna be about 25 of them, so yeah, very annoying without a playlist.
All these tutorials dont help cus all these are is teach how to use the program. Which is the easy part. How do i actually come up with ideas for levels
That's where I'd like to get to with this tutorial series: a gradual transition from learning tools and techniques to learning actual level design, what makes an idea work, the more "soft" aspects of mapping. You can't really teach someone how to be creative, but you can for sure tickle their creativity, or at least inspire them.
Dimbeak mentioned
Dimbeak jumpscare
gaaaaaaaaaaaaaaaaaaaayyming for your siiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiins
Legend.
@@krazzy6440 another one.
Ooo and lympy-boy too! Love this, Admer.
Thankyou random halflife furry, this is the motivation I needed to continue mapping in Games again. Very much appreciated, have a nice day.
i just gotta fucking finish my CS degree license and ill go back making halflife maps , they are my coping mechaniiismmmm
This is true
hope it goes well for your counter strike degree!
CS💀
wtf is a cs degree
Computer science @@GeometryKaboom
Even though I'll probably never make HL maps, since I'm more on Doom Mapping, sure the video is interesting and it has a nice flow to it.
It has even a Trenchbroom part, for sure that will be in handy for when I have to use it to make maps in Godot.
Great video!
Thank you so much for this. Between the Programming series and now mapping i might finally be confident enough to make my mod
What channel got good programming series that can be use for HL modding ?
@@KaraokeNig Admers. Same channel
Personally, can't wait for when TB support for GoldSrc is fully fleshed out. TBs brush editing is hands down vastly superior, but the little goldsrc centric touches that are missing still make me use JACK too.
Yeah, I wanna some mapping series. I'm so excited.
Up up up up up up
Dimbeak's series is a lot of fun so long as you already about know what you're doing. If you're completely new, you get lost almost instantly.
True NGL. That's part of why I decided to make this, to offer something a little slower and to answer some unanswered questions. A.t.m. I mostly wanna focus on the pitfalls and how to ensure beginners have a painless experience.
And I wanna offer fancy illustrations along the way!
It took me half an hour to set up Trenchbroom and it was very much worth it. Comparing it and hammer (HL SDK) feels like night and day.
I just realised I didn't mention the Half-Life SDK at all. Probably for the better, that steaming pile of garbage better be forgotten
For those who ask, you can test (to some extent) your maps without compiling them, you just need to have FTEQW and FreeHL installed.
PostData: ¿NetRadiant-custom, Netradiant and Gtkradiant have compatibility with Goldsrc or with Svengine?
gtkRadiant and NetRadiant-custom definitely support GoldSRC from my experience. Though I haven't compiled maps exported by those yet.
Thank you
Really appreciate the way that your help people's and to see this kind of mappers
And again thank you so much admer
Great to see tutorials popping up today still, and well made ones at that! Glad to see it getting so much recognition! I'm watching all of this and I don't even plan on making GoldSRC maps :D
Nice job, man, it's really interesting! Thank you..
I don't think I'll be making half life maps anytime soon but I'll watch this in honor of the 12-year-old version of my that wanted to make CS maps.
love the doggos and the laid back demeanor of the video, one of the easiest subscribes of my life
Man I miss making maps. Thank you YT recommendations for showing me this, and thank you for the vid!
This is trippy. I started to look for guides for CS1.6 mapping and you happen to randomly upload a video on it just a few hours ago. Thanks!
ironically I was in fact considering about making goldsource content, youtube moment strikes again
Im going to love this series hell yeh, I wanna make a whole map pack
Thank you for your videos. All of them are so helpful and fun to watch. I'm excited for the GoldSrc Mapping series
This helped me a ton, tysm for making this video! I used to map for hl a while back using the sdk but now due to making maps for quake 1 and 2 I got really used to TrenchBroom and now knowing how to set up half-life for it means that I can use my skills to make way better maps than ever before! Thanks again and I hope you have an awesome day :3
@@Vendicator I'm super happy this was useful to ya. Happy mapping!
@@Admer456 I hope you continue to do more tutorials such as this one, they are really helpful, also if I may ask you something, how would one add brush entities such as func_detail to trenchbroom? They are really, really essential and the base hl fgd doesn't have em' of course.
Nvm, figured it out by myself, got zhlt, sorry for the yt ping or whatever its called. Again, hope you have a great day!
@@Vendicator Should be more or less explained in TWHL's TrenchBroom guide:
twhl.info/wiki/page/Tutorial%3A_Setting_up_TrenchBroom_for_GoldSource_games#FGD_files
zhlt.fgd comes with VHLT, and you may create a combined FGD that includes zhlt.fgd and halflife.fgd basically.
this video is so nicely editted and cute and nicely like, presented, that its making me kinda wanna make a map just for fun
i have had some experience with making maps in trenchbroom for my own game, so following along wouldnt be entirely without reason, but like
i think i would also just enjoy it for the sake of it, probably
i like hl1s vibes
Yay it’s happening! Looking forward to the HL in TB portions in particular, as that hasn’t really been covered by people yet
Really cool Admer, the community needs more of this! :)
Im glad that people are starting to come back this kind of video for what i can see, i've tried to learn from some videos but i only found old videos and i didn't understand a thing, basically i had to learn all of it by myself, i plan on making a series to explain everything that i've learned soo far, then whoever finds the video can also make videos about it and the cycle goes on, but i can't record anything becouse it's too laggy, whenever you find a Source game, there is a high chance that you will find the hammer editor inside of it's files, like for Garry's Mod, Team Fortress 2... And they are all basically the same but with some extra entities or removal of entities, like in TF2 where there is NO LADDER ANYWHERE.
What kind of video exactly? I'm curious. Also yeah I can relate to that, I used to map on a 2007 laptop for a long time
BTW it's not exactly their version of Hammer that adds/removes entities. The tool is mostly the same, it's literally just the games themselves that have it or not. But yeah it's kinda cringe that there's no ladders in TF2
dude this is a genuinely amazing video, hope it gets way more views in the hl community!!!
Thank you!
Do you think Hammer++ is recommended for beginner too?
Hammer++ is for Source, not GoldSRC
Either way, it is better for beginners to use better tools, so yeah
Does this also apply to mapping in my favourite game - ricochet?
Yas
yet another great video has come I see. I always love to see what you're up to ^^
came for mapping stayed for wolf pictures
god bless tech saavy furries
Never knew of the existence of those 2 map editors, until now i've only used Worldcraft and Hammer, nice to know there are more options.
ah, mapping. i can do it, sometimes.
Listen to the fop. Learn from the fop. Make works in the fop's name.
this could help me greatly 7 years ago when i wan ted to become map creator and didnt know about configs
W tutorial!
Finally some good TB setup tut
woah both of these have native linux support!! wowzers!!
Indeed
this video is gold.... goldsource
God bless
Sorry, but I can't help with that, your profile may contain inappropiate material.
Lol what?
Strange imagination
Im oldschool quake mapper, just randomly found this furry fella, very cool video btw. (Sorry for my English)
And thanks for making Trenchbroom more popular
thanks, will probably come back to this video later
man i thought this was a finished series im cooked
Even tho I know how goldsrc mapping works, I can never dream to be a mapper. I am good at editing but terrible in making maps nor I can even make one from scratch unless I try to copy something.
How much I wish I can be a good map maker.
Edit: How I can make JACK auto-run the compiled map with a mod or bs/opfor?
My preferred method (instead of auto-running) is running the game in the background and typing "restart" into the console every time I finish compiling the map.
But anyway, for BS/OpFor all you gotta do is set the Mod Directory to gearbox or bshift. Everything else should then take care of itself, more or less. J.A.C.K.'s default compile configuration will auto-run the game when the map's finished compiling.
BTW don't worry. One way to gain an intuition for design is to copy things. Then all you need is a little bit of imagination to come up with your own things and make them.
@@Admer456 I do sometimes keep the game running and restart after converting. Giving that I have a weak laptop I can't keep it on the entire time, and sometimes I am lazy to open the game. Wish my mod had new maps like I originally planned. Thanks for the info.
Also, I am trying to copy the 1st level of 'The House of The Dead 1', I just hope I can succeed. The hardest part is to expand it places never appeared in the actual game.
@@greenth-mac2550 I used to daily drive a 2007 laptop, so I feel ya.
Good luck with the map!
Here is littile trenchbroom tip you can extrude a new object from a face with shift-ctrl-drag
This was the missing link with basics I needed to not be afraid of JACK/Trenchbroom. I'm surprised but JACK seems more friendlier! I think I'll try them and export to quake format, to fiddle around with Godot
This is precisely why I'm showcasing both editors, so people can see the differences! J.A.C.K. is more suited for Half-Life-specific stuff, but TrenchBroom has a more superior core IMO - it cannot create invalid brushes and working entirely in 3D gives me a better perspective of the map as I'm building it. But that's just me.
For Godot, you might wanna use func_godot and export in the Valve220 / Half-Life format. Even Quake mappers use that one because of more flexibility when texturing stuff
@@Admer456 ahhh thanks for the advice!!
Omfg thank you so much, I spent hours trying to find out how to use wads, omfg I hate myself rn. Thank you so much
A million likes to you sir
You're welcome! Also don't worry, the first obstacles tend to be the hardest
thank your mr furry man who likes half life.
i haven't decided to make a half-life map, i just came here for the foxxo
Thank you furriend for this simple tutorial. Maybe I'll start mapping. Спасибо
I wish there was a Trenchbroom equivalent for Source.
hell yeah, would love to see some "in real time" terrain
Forgot to ask - how did you make the timelapse at 2:04
@@EacanVisualArt Very, very manually. I basically started with a full map, and I:
1) hid a brush
2) took a screenshot
3) repeated step 1 until no more brushes
I hope Quake maps are not any more complicated than Unreal 2 maps.
Cutting the geometry sounds easier than filling it.
Wait. Heretic 2 has custom maps? Does it have multiplayer? I thought it was just a short Tomb Raider game.
T.b.h. the only reason Unreal and Unreal 2 are kinda complicated to map for is because UnrealEd is a horribly janky tool and has terrible UX. If we had something like TrenchBroom for Unreal, that game would've been 20x more alive than today, though it's still holding up okay.
But yes, mapping for Quake & Half-Life you get some really nice things, like being able to modify geometry at any moment, instead of having to plan for it and it being not very reversible later.
Heretic 2 is based on the Quake engine if I recall correctly, so it's definitely gotta have custom maps. As for multiplayer, apparently yes? I've never played the game, just did a quick search for that
eh the beauty of gold source mapping :3
man are u a furry or u just fw wolves??
These are foxes
And yeah, I'm a furry
so i have multiple questions for trenchbroom, how do i set the skybox to any one i want (i want to use the unused city skybox), why are my fences not working how fences work in real life (they don't have transparency in the spots they are supposed to have transparency), and how do i make transparent surfaces?
Yeah so these are independent of TrenchBroom, it's the same procedure in either map editor:
Skybox: select a brush that isn't an entity, go to the Entity tab and change the "skyname" property. For example, typing in "city" will look for gfx/env/cityft.bmp, citybk.bmp and others.
Fences: if you use a texture whose name starts with an open curly brace, it is transparent. You must convert the brush into an entity (func_wall) and it needs to have "rendermode" set to Solid, and "renderamt" set to 255.
Transparent surfaces: same as above, just use the Texture rendermode and a renderamt somewhere in the middle, like 128. If it doesn't look transparent in-editor, it will still be correct in-game if you have the right entity properties.
@@Admer456 thank you very much for your help, i have one last question i forgot to mention, how do decals work exactly?
@@Admer456 also how do i do level transitions? i'm making my own mappack inspired by the hl2 beta.
Sorry for the mega late reply, TH-cam doesn't give me notifications for replies... ugh. You can find this information on The Whole Half-Life forums and wiki. Decals are done via the "infodecal" entity with an appropriate texture name inside, and level transitions are a bit of a procedure, you'll have to look them up on TWHL.
@@Admer456 i got a new computer recently so i dont have access to my old files (sort of, i can still open the old laptop and get the files) but i think i would want to switch to J.A.C.K. because there are alot more tutorials for it so i can understand functionality a bit more.
Bro, a question that has been eating away at my mind for years, is about an error in the 2003 to 2008 version of the half life sdk, that when making a mod the NPCs make sparks come out of their heads and tend to get bugged, how to solve this? How to remove the error? Since I have many mods paused for that reason
thanks you mr
very cool tutorial, ty admer
Could you do one on hl2?
@@gearsgamer7115 I could, but aren't there plenty Source mapping videos out there? I don't really feel it's necessary
no matter how hard I try I can't get any of these figurations unfortunately, I can't open textures or anything, it won't open explorer or some search stuff just nothing, but thanks but I'll give up.
You'll get em next time.
Can you explain the problem in more detail BTW? Or add me on Discord/Steam and send screenshots of what isn't working
@@Admer456 I simply can't configure wads files, my trenchbroom simply doesn't work like the videos even following all the steps
@@henriquelc3 Which TrenchBroom version are you using? Version 2023 and before add textures in the Face tab
Version 2024 onwards you need to click on the "wad" field to bring out the WAD list. If it doesn't appear, then you need to click on the bottom edge of the properties and drag it upwards for it to appear
@@Admer456 i'm click in wad field, noting working, no explorer tab nothing show for me using my wads.
@@henriquelc3 I said: if it *doesn't appear*, you need to drag the bottom edge upwards so it can appear. There is a chance it is hidden. Look at this video to see where to click & drag: imgur.com/a/wTZxH7J
Also, answer my question: are you using TrenchBroom 2023 or 2024?
Cute fursona!
Eeee thank you !!!
@@Admer456 :3
Reach the maximum level immediately ⛈️⚡️
Why am i watching this? I already know how to map and have already made some maps. Good video though.
Trenchbroom ftw
Gonna make some as big ss safely possible maps for my 30 bots counter strike battles
You can go up to some 4096 units on each axis, from -4096 to +4096.
Though you'll likely run into some engine limitations as you try filling such a large space. Good luck!
come on everyone start svencoop mapping now
Very interesting!
vhetutor not mentioned, sad
@@vhetutor I'm sorry, I forgor x.x
@@Admer456 to be fair i haven't been super active over the years, but ive been here since 2008
@@vhetutor I'll make up for it in the next mapping video, gonna link your stuff in the description here too. I feel that's fair
@@Admer456 i appreciate it :D sometimes i feel like i fly under the radar a lot with all these other tutorial channels popping up, despite probably being the oldest channel 😂 everyone else is really good though so im happy for them
hell yeah
I have a problem with env_fire it's particle ia invisible but i take damage when i get in it .. anybody knows what's the problem
env_fire? Which game are you mapping for?
@@Admer456 tf2 with hammer ++
@@Admer456 i mean env_fire entity almost works in all source games hl portal cs tf2 dod l4d pd all of them but somehow my fire doesn't show the particle
@@Seven-or1lx HL2*
It doesn't exist in HL1 which my series is about.
Sadly I dunno the answer to your problem, I haven't mapped for Source a lot
Have you ever tried doing something in Source engine?
Ya, I've worked on a few maps for Obsidian Conflict and Counter-Strike: Source back in 2016, I never finished any of them though. I also worked a bit on a commercial Source game (Amygdala Prelude).
NO way ITS THE ADMER456 himself
Imam neko iskustvo sa hammer + + za csgo i mislio sam da napravim mapu za half life i taman razmišljam o tome i ovo izađe. Živ bio velmožo
Sretno brt, treba se malo naviknuti na GoldSRC kad dolaziš sa Source-a
Lol. Rip Admer456. Get taekwondoed. #WORLDSTAR
Average The Specialists kung-fu main:
@@Admer456 midget on back 背上的侏儒 seek comfort from kin 寻求亲人的安慰 big worm sprays on you 大虫子喷在你身上 burn it away 把它烧掉 sumo flying in 相扑飞来 dodge then pounce 闪避然后猛扑
Lord Jaraxxus 地獄火之王 samba dance 桑巴舞 summons his minions 召喚他的爪牙 speak the forbidden words 說出禁忌的話 unleash demonic power 釋放惡魔的力量
faction champions 各派系冠軍 clash of heroes 英雄的衝突 fight with honor 以榮譽戰鬥 show off your skills
炫耀你的技能 survive the chaos 幸存於混亂之中 twins 无尽尤格萨隆的卫士 endless guardians of Yogg-Saron 疯狂的尤格-萨隆的无尽守护者 dance with shadows 與影子共舞 escape the illusion 逃離幻象 embrace the true self 擁抱真實的自我
Anub'arak 安努拉克 burrow into the earth 鑽入地底 darkness envelops the arena 黑暗籠罩競技場 destroy the frozen prison 摧毀冰凍監獄 claim victory as the true champion 宣告自己為真正的冠軍
Icehowl 冰嚎 charge forward with thunderous might 以雷霆之力向前衝撞 crush the frozen barriers 擊碎冰冷的屏障 roar of primal fury 咆哮原始的憤怒
Oops
Не знам коју умну болест имаш, али се надам да ћеш успјети да се излијечиш.
@@Admer456 Yesterday doctor yearly went to check Chine’s Brand HBM Lead Ballsacks plate a nd it cracked during inspection sending gamma rays through crack into Doctor spinal cord causing violent convulsions and sever hemorrhage’s
has nothing to do with the video, but i learned to do goldsrc mapping through watching counter strike **SOURCE** mapping tutorials (3kphilips to be exact lmao)
Oh yeah I actually did the same back in 2015 lmao
silly fop :3
if i had a nickel for every half-life fan that was a furry from eastern europe, i would have a lot of nickels. including one for myself
@@randomidkreal One from Bosnia of all places
nice video
fier
Hello, its me again, I am a big level designer, that's why I'm asking for the C++ mod from my last comment. Since your an "actual" level designer, how do you "edit" the campaign maps on JACK? Like For example;
--"Hard-Life, c1a0"
--They adding more details on the map
--AND its a campaign map.
You can't, really. It's like trying to edit DLLs - they are compiled. It is possible to decompile these BSPs back into .map files, buuuuuut the quality of the decompilation will be terrible.
The best you can do is remake these levels cleanly.
@@Admer456 Thanks 👍
I wanted to make a map for World of Tanks blitz.
keep it up,hehe
Nice
yummy nice video
🙏
Omg hii
@@Admer456 !!!
nice
ватафак хайест квалити голдсрс маппмнг тутор он утуб адмерчик я тибя лууублуууууу
thank you my furry friend :)
(never understood the hate for furries)
(IM NOT A FURRY JUST DONT KNOW WHY U HATING LIKE WHATS IT THATS SO BAD HATE FOR TERRARIANS AND SHIT I GET IT BUT THIS IS JUST HIS DIGITAL IDENTITY GIVE HIM A BREAK)
If you gonna make more instalments you HAVE to make a playlist, or else its gonna be so ANNOYING!
Don't you worry, I'm making a playlist the moment the next mapping video is out.
Right now according to my plan, there's gonna be about 25 of them, so yeah, very annoying without a playlist.
🇨🇦🍁🫎not detected
I am literally from Bosnia and Herzegovina
@@Admer456damn that sucks.
All these tutorials dont help cus all these are is teach how to use the program. Which is the easy part. How do i actually come up with ideas for levels
That's where I'd like to get to with this tutorial series: a gradual transition from learning tools and techniques to learning actual level design, what makes an idea work, the more "soft" aspects of mapping.
You can't really teach someone how to be creative, but you can for sure tickle their creativity, or at least inspire them.
m a p s
FOPX!!!
Yis !!!
furry to the rescue once again tysm
Omg proot
It's a good tutorial
For a furry😂
It's a good comment
For a 12-year-old
@@CrAzYpotpieyeah but he was a good 12 yr old
@@CrAzYpotpie I dunno, you're comparing playing Tetris to someone's first attempt at trolling, fairly different skillsets
you sound albanian
@@just__khang No u
Promo sm
furry mapper no. 3492
anime pfp no. 391740
YWNBAW
Wtf