Made using hammer.
Just some maps helping me to learn hammer.
- Soundscapes
- Custom materials
- Hammer/Source SDK mapping tutorials
- TopHATTWaffle mapping tutorials
- Setting up maps for NCPs (nodegraph & info nodes)
- Used by NPCs
- Setting up maps for bots (navmesh)
- Used by nextbots- https://developer.valvesoftware.com/wiki/NextBot
- You might need to do this first
- Open the map
- Point your crosshair at a walkable surface
- Type nav_mark_walkable
- Then run nav_generate (this may take some time and freeze your game until it's done)
- First maps
- Basic maps
- Lighting - map files
- Light beams - map files
- Water - map files
- Lots of different water textures
- The water in this map won't render properly, due to there being a mixture of different water types
- 3D Skybox test - map files
- Optimisation - map files
- Area portals
- How the skybox hides parts of your map
- How visleafs split up the map
- Soundscapes map files
- Tests some indoor and outdoor soundscapes
- Tests transitioning between soundscapes
- Ingame, enter the following console commands to see what's happening
developer 1
soundscape_debug 1
- Entity test maps
- Other maps
- Fothergill window style - map files
- Halloween map features - map files
- An actual map
- Enterable buildings
- Evening lighting
- Basic, multi-level terrain
- Doors
- Decoration props
- Improved interations with details objects (e.g. door frames, stair railings)
- Alternative paths through map
Map files
Map files
Tests a load of halloween map features
- Skull objective- collect skulls to unlock secrets
- Skulls- https://steamcommunity.com/sharedfiles/filedetails/?id=548759509
- Zombies spawn
- Fog
- Low gravity
- Healing station
- Dark sky, lighting, fog
- Skybox Grimm night- https://gamebanana.com/textures/1776
- A basic jump scare