Hey, welcome to the second episode on how to make your own surf map, probably the most
important episode of them all, smooth and satisfying surf ramps are a necessity so I
will try to explain it to the best of my abilities.
With the basics in mind, we can now make our first stage.
To start off we're going to sketch a rough layout of the map in paint just to visualise
what it's going to look like.
Now with that done, let's make it real, I first remove one of the sides of our sealed
cube, by hitting the delete button, then hold "ctrl" while left clicking all 4 sides
to select them all, then since they are all the same length we can drag them outwards
to make a long corridor.
Remember do not select the fifth wall that's perpendicular, otherwise it messes everything
up.
It's very important to remember that when you want to drag multiple walls out, they
have to be the same length, I can't stress this enough.
Also to select the walls you can, using the select tool, drag a square in one of the 2D
viewports, and press "enter", it will select everything inside it.
Now with this corridor, I will make a spawn area, by selecting the block tool with the
nodraw texture selected.
I'm going to put the terrorist spawn on top of the spawn area, it's very important
that the terrorist spawn is slightly above the ground otherwise it won't register it.
And the light_environment can stay on the ground or you an move it up to spawn, it's
up to you because it doesn't matter where it's located.
Now all we need is surf ramps, there are a LOT of ways to make a surf ramp so I will
try to cover most of them in this video.
There are different shapes for your surf ramp, here are the 3 most common ones, to make them,
you start off by making a nodrawn block, the size can be whatever you want, my prefered
scale is x=640 and y=448.
We will now cut the block to the shape we want using the clipping tool on the left side,
or using the shortcut shift+x, then in the 2D viewport you click and drag to make a line
through the cube, one side should be red and one white, you can inverse the selection by
re-pressing on the clipping tool button on the side or using the shortcut shift+x, and
the third time everything is white, that means once you press enter it will keep both sides
of the cut.
So cut the cube into what shape you want, listen up, it's very important that the
steepness ratio is NOT, I repeat NOT 1:1, otherwise you will not be able to surf on
it.
Now for the surf ramp with a cut at the bottom, I like to take the previously made surf ramp,
and cut off a small ledge on each side, then using yet a new tool, called vertex manipulation
on the left-bottom side, shortcut shift+v, press on it twice to remove the yellow dots
but keep the white ones (the yellow dots are useless in my opinion).
This tool is extremely useful but people always tell you it's dangerous, spoiler: it's
not.
Few tips, 1- Don't use the 3D view to select the dots, just use the 2D viewports, 2- NEVER
EVER make a side go inwards (see drawing) it will make the whole cube bugged, you can
on the other hand go outwards (see drawing), 3- If the compile keeps on telling you there's
a bug, or it looks weird in-game, just delete it and try again, it won't corrupt your
save or anything, people just like to exaggerate.
(But If I ever see you carve an object I will come to your house and kick your ass, carving
is a useless tool that was supposed to be properly implemented but they got lazy, nowadays
it's just a beginner trap, so NEVER use it.).
I digress, using the vertex manipulation, click and drag in the 2D viewports to make
a square over the vertices you want to select, then press enter, they will turn red so now
you can click and drag on the to move them around.
Essentially I'm aligning those vertices to the grid, it's a good habit to have,
and it looks cleaner.
You can do the same thing we did to the sides, to the top if you want to.
Now that our first part of the ramp is ready you might want to make cuts into the ramp,
but here's the catch, NEVER horizontally cut the ramp, when surfing you can get caught
on the "cut" because the source engine is weird.
If you absolutely want to make a horizontal cut, there's a few ways around it, but I
will cover those in another episode.
Now with the first part of the surf ramp, we can give it a texture, I like to have dark/light
contrast on the ramps, don't texture the front, back or bottom sides, they need to
remain nodraw.
We can now turn it into a curved ramp, if you went with a 100% triangular ramp, then
YOU HAVE TO add a block at the bottom.
Also keep a copy of your ramp somewhere in your map.
Alright with all that done, it's the same process for all 3 surf ramps, from the side
viewport, using the selection tool, left click inside the red/yellow box, then with the new
handle bars that have appeared you can now rotate the ramp, I just go for about 45 degrees
it really doesn't matter, you don't have to rotate it, but it allows you to visualise
how it's going to look.
Then select the vertex manipulation tool, and drag a big square above the whole ramp,
then press enter, select the dot at the bottom click and drag it around a little, so it's
aligned to the grid, then using the selection tool, "shift+click and drag" the ramp
to duplicate it, press "ctrl+m" and rotate it on the correct axis, I can't tell you
which one it is since it depends on what orientation you made your whole map in, just do trial
and error.
How much you want to rotate is up to you, my goto is 5 degrees, then press enter, select
the vertex manipulation tool (shift+v), and align the bottom right dot, with the previous
one, then using the selection tool, select both ramps, and press "ctrl+g" to group
them, then open up vertex manipulation tool, select both ramps and click and drag the bottom
right one to align it to the grid, rinse and repeat until satisfied.
Remember since the amount of individual ramps doubles every time, you need to rotate, first
5 degrees, then 10, then 20, then 40, 80, etc, same goes for 3 degrees, 6, 12, 24, 48.
How much you need to rotate your ramp every time also depends on what the width of the
surf ramp is, the wider it is the more you need to rotate it.
I highly recommend keeping an untouched version of any surf ramp you make inside your map,
so you have a backup in case.
With the surf ramps made, we need to finish the stage, this part is hard to explain because
you just have to get used to the tools given, so small montage, until I have something that
matches my drawing.
To finish it off I will just duplicate the start platform to the end, and using the flip
tool found under "tools -> flip objects -> horizontally / vertically", or just "ctrl+l"
/ "ctrl+i", we almost have our first surf stage, just need to add some triggers, teleports
and some other various details, which we will look over in the next episode.
Thank you for watching, hope you learned something.
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