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Greyfrog Design Map theory - Part 2
Difficulty: Intermediate
Category: CS:S > MappingAuthor(s): greyfrog_design

Greyfrog Design Map Theory Part 2 - Designing with Displacements



When utilizing the design creation process I have described, creating a visually balanced map is easier than ever. Once you have decided upon the theme, general setting or idea I would like to introduce you to a style of map design i rather enjoy. I call it 'sand-boxing'. This is where you create a cube and hollow it out and inside becomes your sandbox. To fill up and detail to your hearts content.

I will begin by making a cube: 1024x1024x1024
then make it hollow with wall thickness of: 16
This hollowed out cube s a perfect construct for test areas or final maps.


I call them sandboxes because in the sand box anything was possible. The sand was really roads and my imagination was the limit to my fun. The theme and design style must be your statement, not everyone perceives in the same way so it is up to you to make your vision.

Imagination statement...

Fog swirls around the gravestones in the boggy forest. - Anonymous


I have chosen a theme, but now what? What is next?
If your thinking this, I'm really not sure what to say except continue reading.

We come to stage two of the design process. Deciding on the skill set to design with, choosing the few that always make you say, 'Hey there, nice map.'

Theme design outline
Keeping the above descriptive phrase in minds eye, these are the skills I want to use;
  • prop_static

  • displacements

  • env_fog

  • func_dustcloud

  • water

The second thing I am going to do is create the displacements that will be our ground cover.
A swampy forest with some high ground for the grave site.
We are going to want to create them smaller for better look to the terrain. I'll show you exactly what I mean.

In this next area you will use the select button and the clipping tool.

Within the construct, from the inside to the inside, create a cube. Don't overlap brushwork, fill the area inside the construct only, there is no need to drag it out into no mans land.

I created mine 64 high and placed it flush to the bottom.


The next step is to chop this one into sections, and create a group of perfectly separated brushes that will line up and look great with the displacement feature. Select the clipping tool, and cut this brush into 4 equal parts.

You will more than likely need to adjust your grid settings to cut the brushes in the exact center, which is marked by the 'x' in its center. once you have cut this piece into 4 equal parts i want you to cut it again down the centers to create 16 equal parts.

Yes i said 16.

Stage 1 & 2If you did this all as i have said you should have gone through these few steps;

-create a 1024 cube, make hollow. wall thickness 16.

-cut the hollowed out 'construct' at 128.

-created a cube to fill in the bottom, this will become our terrain.

-using the clipping tool, create 16 equal brushes to be our displacement brushwork.


Stage 3The third stage of our theme design is to texture the terrain and create our displacement.
I have chosen:

nature/blendmudddirt001a

Please apply this texture to the surfaces you want to become your displacement.
Create your displacement once you have highlighted all of your desired faces. (hold ctrl+leftclick)
Open texture application, click on the displacement tab and click 'create' power of 3.



The next step is to form the terrain. I enjoy the Terra-forming aspect of Hammer. Almost soothing how easy it is to make a sand dune or a garbage pile.

Once you have opened up the texture application click on the displacements tab, there you will see all of the options available for Terra forming your displacement.


The next part involved with our displacement terrain is the manipulation of the vertexes. Using the 'Paint Geometry' tool we can begin to mold out landscape, up or down, front or back, even side to side. this matting of vertexes is a great way to add realism, depth, shadows, and just plain eye candy to your designs. Now, as before explained, the brushes we created our displacement with are all equal dimensions, this is for ease of work. As the displacements, once created, will line up with the surrounding brushwork much cleaner if we use this technique.


Displacements Tab
The Paint Geometry tool has a few options to check off before you start pulling this thing into compilers hell.
On the top-left is the type of manipulation ie; Raise\lower, Raise to, and smooth.
You'll notice a check box with the word spatial below this. This is to toggle for sharp and smooth area manipulation.

The top-right has the direction of your manipulation, ie: X axis, Y axis, Z axis, face normal. (Which is up/down as far as I ever noticed), and Subdivide normal, (I am unclear what this does).
Also in the center-middle is a drop tab which allows a distinct option ie: the size default of your manipulation area.
All of these top options are specific to the type of manipulation.
The bottom options are all geared towards the size and distance of your manipulation.

The top slider bar represents the distance, from 1-30.
The bottom slider represents the size of your area of manipulation. You will see the area indicator dynamically change size in your camera view.
In the center of this indicator will attach to the nearest vertex on your displacement letting you have a good view on the size and distance, which is needed to design the details.




It is good to keep things within a realistic eye when dealing with displacements and adding noise or manipulating the vertexes. Less is more, especially if you want to keep your displacement looking smooth and un-stretched. I use a larger area and a steep amount of movement to get started with. Then i tweak it all to perfection with a smaller radius and distance. I'm sure you'll find the right way for you on your journey.

I have continued on in my creative process and let my creative juices flow. based on the theme of a tombstone with swirling fog, in a bog i have designed with displacements, a few prop_static, and some custom brush work, a setting fitting of the description.



So as I leave to write another tutorial, hopefully have shown all of you how to design, using the techniques shown, a well themed map, with a subtle detail like displacements you can have a beautiful map.



Stay tuned for more from Greyfrog Design.
Added: 7 months agoTags: tutorials theory, manfly
Feedback (15)
Page of 2   1 2 Next Page
[-B-] .
If it moves, shoot it.Y2M
Posted 2 months ago
Well, i hate sandbox maps but srill a noce, clear tut.
Greyfrog_Design .
I am MaNFLYY2M
Posted 7 months ago
I have changed the layout and added some more content with easier to read stages. please comment.
- I am MaNFLY
AssassinsExistence .
HUBBA HUBBA HABBU!Y2M
Posted 7 months ago
Hey Greyfrog, how did you add leafs to your trees?

When I use the tree models they all have no leaves on them.
Greyfrog_Design .
I am MaNFLYY2M
Posted 7 months ago
I am working on the links now...
- I am MaNFLY
:.
Gorilla in a top hatY2M
Posted 7 months ago
Pictures aren't working in the body.
AssassinsExistence .
HUBBA HUBBA HABBU!Y2M
Posted 7 months ago
Thank you for making these tutorials, they're helping me get better at source mapping!

I hope to see your next tutorial and the finish product of this map :)

Favorited tutorial + watched greyfrog :D
Greyfrog_Design .
I am MaNFLYY2M
Posted 7 months ago
Please continue to rate this release. Post your comments or requests for future tutorials
- I am MaNFLY
.
Please click the green thumb.Y2M
Posted 7 months ago
OK. I Changed it to 9/10. :S
Greyfrog_Design .
I am MaNFLYY2M
Posted 7 months ago
Please no 10's. this is a WiP. i don't know html and am having trouble linking the images into the text with smaller images. I have made a tutorial on HLS.

My tutorial on HLS is almost perfect. I do want to tweak it for more color and ingredients. The way it is it needs more substance. i would like to go into more detail creating the displacements and keeping them all lined up properly. I would like to cover the 'sew' button and painting alpha.

if anyone would consider doing me a fine layout, i would gladly share credits and donate points. 100 points per hour of work, minimum of 50 points.
- I am MaNFLY
.
Please click the green thumb.Y2M
Posted 7 months ago
Nice work. Seeing you are doing tuts. Can you make a tut on indoor caves. My caves keep going stretched. :S
Any way good tut. nice work. :)
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