Thread: Mapping Resources & Tutorials

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  1. #1
    Administrator Hezus's Avatar  
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    Mapping Resources & Tutorials

    This thread has been unstickied and closed due to how outdated all of the links are. Post here instead:

    http://forums.svencoop.com/showthread.php?t=40046


    -- JPolito




    Many mappers need tutorials and Resources. That`s why I listed a few links for you here where you can find them :

    TWHL
    Very active community and is quite similar to [the now dead] Verc Collective, only all of their tutorials still have images and downloads that work. They also hold mapping contests regularly.
    Link
    http://twhl.co.za/

    The Wall
    A german Half-life mapping site. Everything can be found there too. If you are able to read German that is.
    Link
    http://www.thewall.de/


    Map on !
    Last edited by JPolito; 29-01-2012 at 05:51 PM. Reason: dead links removed and/or fixed (removed Vlatitude and halflife.org this time around)

  2. #2
    Donated 15NS$ for Sven's Holiday at the Bahamas Puchi's Avatar  
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    for prefabs i'm useing most
    http://prefabs.gamedesign.net
    they have some strange stuff but it's ok
    Do it with passion, or not at all.
    Do not say everything you know. Know everything you say.
    [ MarySP ][ nacl-h2o ][ The next SC Version ♥♥♥♥ing pwns! ][Puchis Maps ]

  3. #3
    I killed Torr The_6th_Monkey's Avatar
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    Heres my fav tuturial site:

    http://cariad.co.za/twhl/wheretogo.php

    Back occasionally after a long break from svencoop

  4. #4
    Mapper Nih's Avatar  
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  5. #5
    Regular Sph!nx's Avatar
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    Here my favorite :

    Handy Vandal's Amanac
    Lot's of tutorials.
    It's also a good reference for experienced mappers.
    I tend to forget alot ...
    http://www.karljones.com/halflife/almanac.asp

  6. #6
    im a cop you idiot The-Real-Game's Avatar
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    The only site with solutions to every compile error.

    http://www.slackiller.com/tommy14/errors.htm

  7. #7
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    http://thedoenerking.myexp.de/news.php < < The doenerKing, map models and textures.

    http://www.ejoop.com/pfl/ < < Prefabland, most tutorials for different games you'll ever see...Anywhere.

    http://qoole.gamedesign.net/hl/tutor...sec_docs.shtml < < The entire Half-Life monsters sequence list for the lazy [also gives a description].

    http://astronomy.swin.edu.au/~pbourke/texture/ < < Some textures.

    www.snarkpit.com/pits/vash < < My site, it needs hit's!


    1337ly Trained Idiot

  8. #8
    Ahoy Farmhands!
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    http://collective.valve-erc.com/inde...40451-89982700

    Best tutorial for the 100% beginner.

  9. #9
    LightWaver JuggleNuts's Avatar
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    http://www.clanfrancium.com/cms_view_article.php?aid=13

    Complete setup for Hammer, SC and Steam (using mainly pictures, for the reading-impaired).
    | Francium ² | d2sc - doom2 mod for SC | Francium IRC | Warcraft III: Bodies - My Music Video | JuggleBlog |

  10. #10
    SvenCoop Bot AI Developer Cheeseh's Avatar
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    I like tinmans site

    http://www.tinmansworkshop.com
    - Cheeseh :P

    Get SvenCoop's little helpers!

    http://rcbot.bots-united.com RCBot

    http://rcbot2.sourceforge.net RCBot 2 files + sources

  11. #11
    Ultimate Monster Mapper amckern's Avatar  
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    Re: Mapping Resources & Tutorials

    http://ammahls.com/resource/tuts/sc.html < semi finsihed total newb introduction tut for sven

    http://ammahls.com/resource/tuts/ < the rest of them
    SC Kicks ass!

    My Maps - SC_28, SC_AVP, SC_Duno, SC_Max, Opposing Forts, SC_Massive, SC_Oni
    My Web Sites - AMMAHLS

  12. #12
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    Re: Mapping Resources & Tutorials

    Wow..Lotsa sites and tutorials. Thanks a lot guys! If ya ever play Natural Selection look out for Kirby and thats me and if i ever get maps done ill try to get em up here and there. Thanks again

  13. #13
    Ultimate Monster Mapper amckern's Avatar  
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    Re: Mapping Resources & Tutorials

    good old bump never hurt any one, good on ua
    SC Kicks ass!

    My Maps - SC_28, SC_AVP, SC_Duno, SC_Max, Opposing Forts, SC_Massive, SC_Oni
    My Web Sites - AMMAHLS

  14. #14
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    Re: Mapping Resources & Tutorials

    All hail Vlatitude!

    Hello Vash... So this is where you've been hiding...?
    "For I dipt into the future, far as human eye could see; saw the vision of the world, and all the wonders that would be" – Alfred Lord Tennyson
    Forum

  15. #15
    Donated 15NS$ for Sven's Holiday at the Bahamas Puchi's Avatar  
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    Re: Mapping Resources & Tutorials

    Quote Originally Posted by Nih
    its now www.snarkpit.net
    Do it with passion, or not at all.
    Do not say everything you know. Know everything you say.
    [ MarySP ][ nacl-h2o ][ The next SC Version ♥♥♥♥ing pwns! ][Puchis Maps ]

  16. #16
    I killed Torr The_6th_Monkey's Avatar
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    Re: Mapping Resources & Tutorials

    forgot to link it in here but a turial map I made a long time ago that shows how to do a lot of stuff in svencoop

    credit me if u use the stuff lol

    http://www.svencoop.com/forums/showt...light=tuturial
    Back occasionally after a long break from svencoop

  17. #17
    Registered User cwc's Avatar
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    Re: Mapping Resources & Tutorials

    http://forums.specialistsmod.net/viewtopic.php?t=9736
    I made this it has lots of stuff, I think everything you will need, except creativity and skill.

    It has a couple specialists mod references other than that its great, it ranges from begininger to advanced.

  18. #18
    Ultimate Monster Mapper amckern's Avatar  
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    Re: Mapping Resources & Tutorials

    ahh, the first one is "old" and the second one has no screenshots - can you fix one or the other up please?
    SC Kicks ass!

    My Maps - SC_28, SC_AVP, SC_Duno, SC_Max, Opposing Forts, SC_Massive, SC_Oni
    My Web Sites - AMMAHLS

  19. #19
    Donated 15NS$ for Sven's Holiday at the Bahamas Puchi's Avatar  
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    Re: Mapping Resources & Tutorials

    BUMP FOR LITTLE UPDATE

    because i needed it, i made a small map for testing all ENV_SOUNDS.
    the rooms have names, 1-28, the number refers to the sound:
    Quote Originally Posted by http://collective.valve-erc.com/?ent=env_sound
    1 - Generic
    2 - Metal Small
    3 - Metal Medium
    4 - Metal Large
    5 - Tunnel Small
    6 - Tunnel Medium
    7 - Tunnel Large
    8 - Chamber Small
    9 - Chamber Medium
    10 - Chamber Large
    11 - Bright Small
    12 - Bright Medium
    13 - Bright Large
    14 - Water 1
    15 - Water 2
    16 - Water 3
    17 - Concrete Small
    18 - Concrete Medium
    19 - Concrete Large
    20 - Big 1
    21 - Big 2
    22 - Big 3
    23 - Cavern Small
    24 - Cavern Medium
    25 - Cavern Large
    26 - Weirdo 1
    27 - Weirdo 2
    28 - Weirdo 3
    » Download
    Do it with passion, or not at all.
    Do not say everything you know. Know everything you say.
    [ MarySP ][ nacl-h2o ][ The next SC Version ♥♥♥♥ing pwns! ][Puchis Maps ]

  20. #20
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    Re: Mapping Resources & Tutorials

    Quote Originally Posted by The_6th_Monkey
    Heres my fav tuturial site:

    http://cariad.co.za/twhl/wheretogo.php

    the site is now http://twhl.co.za/index.php?start=0 and that link should be http://twhl.co.za/wheretogo.php

    Many tuturials there. Also a map vault for you to put your maps in. An IRC channle and fourms.

  21. #21
    Donated 15NS$ for Sven's Holiday at the Bahamas Puchi's Avatar  
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    Re: Mapping Resources & Tutorials

    i'm posting this to make two features of leveldesign and compiling more popular:
    TEXTURE LIGHTS and WADCONFIG
    okay, lets start with texture lights. those are already known, but i dont know how widely they're used, especially by newbies.
    WHY TEXLIGHTS? you may ask now, WE CAN USE THAT LIGHT ENTITY!
    yes, you can. but look at this:

    the left one is a light entity, the right one with texlights: the differences are clearly visible - you can have a decent lighting without those ugly spots, AND the textures are glowing!
    also you do not need a f*cking lot of light entities. in that map i have quite a lot, you can go and count

    HOW TO SET UP TEXLIGHTS?
    there are two ways:
    1) using lights.rad
    2) using mapname.rad
    the format is the same (obviously), but they are used a bit differntly. where lights.rad has to be where the compilers are, must mapname.rad be where the .map will be compiled (for me its the same folder where the .rmf is). the second benefit you get with mapname.rad: you do not need to switch your lights.rad each time you compile another map and you do not get confused!.

    HOW TO CONFIGURE LIGHTS/MAPNAME.RAD?
    easy!
    open the file, add the texture name, RGB value and brightness, for instance:
    red 255 0 0 2000
    this makes the texture "red" glowing red, with a brightness of 2000.
    the brightness is a bit tough, because it depends on the size of the brush. thus you need a few more compiles, but its worth it. the brush where the texture is on can be any brush, including an entity. the texture can be any texture.
    yes, you can do a light emitting door. save the file, compile and look!.

    BUT I CANNOT CONTROLL THESE TEXLIGHTS!
    you can!
    read here, because i'm not going to explain it: http://www.karljones.com/halflife/light.asp

    ---------------------------------------------------------------

    and now to WADCONFIGS:
    WHY WAD CONFIGS?
    not required, but makes your life easier. you know you put wads into vhe and more wads and at some point, you get an error message.
    there comes wadconfig handy: you configurate for a map which wads are used and ONLY THOSE are used, regardless whats in the .map file.

    WHAT DO I NEED?
    you need zhlt 2.5 or higher (3.2.1 recomment anyway), a .cfg (here: wad.cfg) and of course, wads and a map

    HOW DO I SETUP wad.cfg?
    its simple style:
    config {
    path_to.wad
    }
    for instance:
    standard {
    c:\programs\vhe\wad\half-life.wad
    c:\windows\zhlt.wad
    include d:\ohmigwad.wad
    }
    configuration name is "standard"
    it contains the wads half-life.wad, zhlt.wad and ohmigwad.wad, which will be included.
    you see, its very easy.

    AND NOW?
    now you have to compile. you use the following parameters in CSG:
    -wadconfig and -wadcfgfile
    wadconfig tells the compiler which configuration to use, for instance, standard: csg.exe -wadconfig standard

    wadcfgfile tells the compiler, which .cfg to use. in my example its wad.cfg:
    csg.exe -wadcfgfile c:\programs\vhe\wad.cfg

    and together we have now:
    csg.exe -wadcfgfile c:\programs\vhe\wad.cfg -wadconfig standard

    its of course a bit easier when you use a GUI.
    Do it with passion, or not at all.
    Do not say everything you know. Know everything you say.
    [ MarySP ][ nacl-h2o ][ The next SC Version ♥♥♥♥ing pwns! ][Puchis Maps ]

  22. #22
    Administrator JPolito's Avatar  
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    Re: Mapping Resources & Tutorials

    Just so that this thread isn't lost:

    http://www.svencoop.com/forums/showthread.php?t=35380

    A very rough discussion on how to convert brushwork to models to be used in environment mapping or whatever else a mapper can think of.

    Perhaps I or someone else may turn this into an actual tutorial at a later date. The key point of the thread is really Sph!nx's posts. Right now it's late and I only posted it because Puchi told me to.

  23. #23
    Contributor goanna's Avatar
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    Re: Mapping Resources & Tutorials

    That would be a good idea; step by step tutorial.

  24. #24
    Administrator AdamR's Avatar  
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    Re: Mapping Resources & Tutorials

    Bit of a bamp, but are there any model sites still active? I'm looking for one that has models of props, not player or weapon models.

    http://thedoenerking.myexp.de/ had some fantastic ones, but isn't online anymore.
    Adam "Adambean" Reece
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  25. #25
    Play it louder! Katana's Avatar
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    Re: Mapping Resources & Tutorials

    Quote Originally Posted by AdamR View Post
    Bit of a bamp, but are there any model sites still active? I'm looking for one that has models of props, not player or weapon models.

    http://thedoenerking.myexp.de/ had some fantastic ones, but isn't online anymore.
    Check this out
    Last edited by Katana; 26-07-2009 at 03:10 PM.

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