Creating High-Quality Maps in Source

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Revision as of 20:27, 7 August 2023 by Equalizer5118 (talk | contribs) (Created page with "{{Language subpage}}Many recent high-quality {{Source|4.1}} maps (e.g. {{bms|4.1}}'s Black Mesa (Source)/Xen levels and [https://counterstrike.fandom.com/wiki/Cascade Casc...")
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Many recent high-quality Source Source maps (e.g. Black Mesa 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 Blender), small parts of levels are modeled and then combined in Hammer to create a very high-quality and detailed map.