The last two years I`ve
been watching how Counter-Strike:Global Offensive is developing and finally
decided to buy it. After about 80 hours of gameplay I've noticed that the game
itself seems very similar to it's predecessor - Counter-Strike 1.6. The developers
tried to bring all the things we loved in ye olde 1.6 to Source Engine. They've
also added so much new stuff to the game, so now it looks up-to-date.
However, there was one
thing I missed in CS:GO - fun pvp maps, that we had played on public servers in the
times of Internet cafés. After downloading several maps from workshop and
checking out the community servers, I've decided to make my own thing.
That's how my first project
started!
Remake of fy_iceworld map for Counter-Strike: Global offensive.
Having absolutely no
experience in creating maps for Source engine, the first thing that I did was
researching Google and Valve Developer Community. After spending n+1 hours
reading, I've made an approximate working plan for my project:
- Decompiling an original.bsp file and importing it in CS:Go Hammer editor.
- Rebuilding maps architecture to avoid leaks
- Making a skybox and light enviroment
- Adding players and weapons entities to map
- Extracting textures from .wad files and importing them to Hammer editor.
- Making materials and applying textures
- Creating the mapname.kv file to set the player models
- Making a custom radar.
- Creating the
mapname.txt description file and uploading the map to the steam workshop.
I've decided to write this
blog while learning the map modelling in Hammer editor. Here I will post my
releases, developer notes and tutorials for begginers to make their own maps.
If you're a professional source engine developer, skip the tutorials and go
directly to the map release.
Yours trully,
loshadka
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