Creating High-Quality Maps in Source
		
		
		
		Jump to navigation
		Jump to search
		

 
Many recent high-quality  Source maps (e.g.
 Source maps (e.g.  Black Mesa's Black Mesa (Source)/Xen levels and Cascade (de_prime)) have very complex and intricate geometry across the entire level. While Hammer can create similar geometry seen in the Antlion Caves in Half-Life 2: Episode Two, Displacements can only accomplish so much before reaching their limitations. The answer to how these maps are created is simple: Models. Created using superior third party modeling programs (e.g.
 Black Mesa's Black Mesa (Source)/Xen levels and Cascade (de_prime)) have very complex and intricate geometry across the entire level. While Hammer can create similar geometry seen in the Antlion Caves in Half-Life 2: Episode Two, Displacements can only accomplish so much before reaching their limitations. The answer to how these maps are created is simple: Models. Created using superior third party modeling programs (e.g.  Blender), small parts of levels are modeled and then combined in Hammer to create a very high-quality and detailed map.
 Blender), small parts of levels are modeled and then combined in Hammer to create a very high-quality and detailed map.























