[Tutorial] Creating a Basic Counter Strike 1.6 map
This article is not an exhaustive guide rather a holistic overview to Counter-strike 1.6 mapping but to aid the amateur effort in using the half-life mapping tools and for helping out the clueless greenhorns of mapping. The ideas presented here are as well valid for half-life1 maps. Grasp the basic concept & you are good to go!
This work was originally published by me on May 22, 2011 @ another un-maintained blog of mine, decided to carry it back here for my readers.
We play multiplayer games like counterstrike on and off! The huge and weird looking arenas present various levels-styles-tactics of interesting game-play! However did you ever feel like, if only there was no door over there on the map or say It’d be great if I could add a flowering pot on the ledge! If you did so, I might show you a little way to just do that! Others if you are still interested, read on!
Basic Requirements:
First things first! What do we need to make a Cs 1.6 map?
1. Half-life 1 goldsource SDK
2. Hammer editor v3.4
3. Zoner’s Half-Life Compiler tools (ZHLT)
These ready let’s get going.
a. First install the hl1 goldsrc sdk in the ROOT.
b. Now install Hammer 3.4 in the ROOT.
c. Unzip the ZHLT tools in ROOT.
(I don’t like scattering my computer with debris– incase something goes wrong I know what to wipe out!)
Readying the palette:
Now lets fire up Hammer, after the customary hammer iconography you face a blank editor. Click-> Tools-> options. And configuration screen comes up.
1.Create a new game type, I typed counterstrike1.6 (try variations)
2. Add the game data file, cstrike\halflife-cs.fgd
3. Select Game executable directory as ROOT.
4. Add game directory as cstrike\ & Rmf directory as cstrike\maps
5. Add the ZHLT in Build programs tab,&
6. In Textures tab select cstrike\cstrike.wad and halflife.wad.
Hit Ok, Apply & restart Hammer to help the changes take their desired effects! The palette is ready!
Know the tools:
1.File->New will give a screen like in the figure!
2. The grid windows are xy, yz, zx views & first window is the3d view. My 3d view is in 3d flat mode at this point!
3. On the left are the brush window, on the right are texture, primitive and entity selection windows.
4. We will be mainly using 2 brushes (i) block (ii) entity. Block brush is a grey looking cube and entity brush looks like a light bulb. it’s just below the camera icon.
Let’s Map:
6. Maps successfully built, fire up your cs 1.6– the game create new server, select “Your own map” & hit Start! And feel the awesome feeling when you first step into the arena you have created yourself!
Things to Remember & always note:
3. Be sure that there is no opening in your map else we will be getting a uniformly lit map with no light and shade! Actually we were in side a lit up box in the middle of a dark expanse. But if we leak it the compiler unable to handle the complexity assumes total map is lit by same intensity! There will be no problem about playing but the washed out looks sucks! Seal the leaks to get a light and shade ambiance!

Ingame shot (amx mods were installed)
I had just knifed a pro Awp-er, it was Raptor actually
(damn, I was good with that dangerous mp5 run)
P.S: This is a holistic overview written by me from my experiences of various pitfalls and drawbacks any new mapper would face. I did read a lot to be able to produce my first simple map. just an effort to make it easier. If you do find useful, just do drop a few lines to pat my back. But it’s more than a year now… I am away from the game and all this, so just trust my tutorial. I really wont have many answers to your questions
. Peace!




