Creating High-Quality Maps in Source
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Many recent high-quality 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.
Blender), small parts of levels are modeled and then combined in Hammer to create a very high-quality and detailed map.