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Okay. This tutorial will show you how to make a basic CSS map. Just follow the directions and pictures! 1: To start, pull up Source SDK and double click on Hammer Editor. Picture 2: Go up to File and select New. Picture 3: After you select New, you should see this appear: Picture 4: Now we need to select the texture you want to use. On the right side, you should see a Browse button. Hit that and select a texture by double clicking. The texture I'm using is highlighted in white: Picture 5: Select the Gray 3D Box icon (Shift+B) on the left side. Now on the top right, grided box, make a box about 8x8 squares, then hit Enter. Picture 6: Then on the bottom right or left, with the Selection Tool (Shift+S), pull the middle of the box you made upward to even every side. Picture 7: Now select the Camera Tool (Shift+C), and on the top left box, hold your left mouse down and use your W, A, S, D keys to "fly" around. Turn the mouse to look around. You should spot your block with the texture you selected on it. Picture 8: Now on any of the grided boxes, right-click on your box, and hit "Make Hollow". Picture - When the box appears asking how thick you want the walls, 32 is default so just hit OK. Picture 9: Now you are able to "fly" inside your box. Picture 10: Now from here on in, it gets a little more tricky. Select the Entity Tool (Shift+E). On the right side of Hammer, below where you selected your Texture, you should see 2 drop-down boxes. They are labeled: Catagories and Objects. Under the Objects box, find "info_player_start". Click that and then click on the inside of your box. You should see a little green man appear. Picture 11: Now, go back down to the Objects box and find "info_player_terrorist". In one corner of your box, click. You should see a default model of the Terrorist there. Picture 12: In the other corner, opposite of the T, place a CT down. Find "info_player_counterterrorist" in the Objects drop-down box to place him. Picture 13: Go up to Map, two to the right of File, and Uncheck "snap to grid". Picture 14: On either of the two bottom grided boxes, move both the CT and T up but only slightly. If the size of the T and CT were how tall we were in real life, they should be about 2 inches off the ground. You do NOT want to have their feet even barely in the ground, it sucks, trust me. [I don't have a picture because it was deleted somehow, sorry.] --- Right now: you have a playable map. Very small, indeed, but playable, none-the-less. You have 2 spawns ( One CT and One T ), you have a "info_player_start" which is needed to activate the 2 spawns you've placed, and you have a walkable surface. You can, if you want, press F9 to run and comile your map.--- --- This is only if you want to learn a little more.--- 15: Go to where you first selected your Texture. Hit browse, and in the "filter" at the bottom, type in "trigger". Double click on the second one that appears. Picture 16: On the top right box, with the Block Tool (Shift+B) selected, drag-and-drop a box on top of the CT. It should look something like this: Picture - MAKE SURE: that on the bottom right or left box the Trigger Object you just made is down over the CT, see the picture for details. 17: Hit enter, and do the same on the T. Picture 18: Now, on the Trigger Object you dropped on the CT, select it with the Selection Tool (Shift+S), and hit "Ctrl+T". The properties for that trigger area should appear. Under the "Class" drop-down menu, find "func_buyzone". Select "Team Number (int)" and on the right, click the box with the "0" and select the Counter-Terrorist, then hit Apply on the bottom right. Picture 19: Now do the same above just switch to the Terrorist's Trigger area. And instead of selecting "Counter-Terrorist" select "Terrorist" in the "func_buyzone" properties. Picture 20: Now save your map as something along the lines of "mymap_number1" (Or something) and hit F9 and comile it! There you have it, your own (BASIC) CSS map! Now take that and amplify it to make bigger and better things! |