Hammer++ : Exposing Hammer's Shitness

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  • Опубликовано: 1 дек 2024

Комментарии • 1,3 тыс.

  • @suilui0180
    @suilui0180 2 года назад +5674

    I really cannot believe Valve employees use the same Hammer as everybody else. I would've quit my job after 3 days at max.

    • @imn0trelevant290
      @imn0trelevant290 2 года назад +532

      This is what I think about everytime I see a tf2 map, like Upward

    • @Ultra289
      @Ultra289 2 года назад +262

      I mean its their tool, pretty sure they would some experience on it and also no strict deadlines so...

    • @Kadeo64
      @Kadeo64 2 года назад +683

      i can almost guarantee that they use internal dev builds that get updated more frequently

    • @gjk9119
      @gjk9119 2 года назад +214

      @@Ultra289 there are no deadlines inside valve xd

    • @lynxovski
      @lynxovski 2 года назад +542

      That's the funny part, I don't think they do.
      There was rumors awhile back that Valve employees use Hammer++ themselves.

  • @UnwovenSleeve
    @UnwovenSleeve 2 года назад +719

    Hammer++ really is a game changer.
    It’s akin to switching from MS paint to photoshop in terms of quality of life features and ease of use.

    • @jacobshirley3457
      @jacobshirley3457 2 года назад +20

      I noticed you didn't say GIMP, lol.

    • @johnathanmcdoe
      @johnathanmcdoe 2 года назад +46

      Going with that analogy, the excellent PaintNET might be closer. I'd think PS is more like UE (all of the features, overwhelming), while Hammer++ is still Hammer, but with features you'd expect to be there in the first place.

    • @LieseFury
      @LieseFury 2 года назад +34

      @@jacobshirley3457 as a linux and foss fangirl myself, gimp is the worst software i've ever used and we should really stop bringing it up if we want to attract new users.

    • @johnnystankiewicz295
      @johnnystankiewicz295 2 года назад +4

      ive never used photoshop, but im still sure its easier than GIMP

    • @TheGeekRex
      @TheGeekRex 2 года назад +21

      @@LieseFury People also really need to stop saying gimp is an alternative to Photoshop. It's not even close. It's like saying Microsoft Word and Notepad are the same thing.

  • @TheKaleidobros
    @TheKaleidobros 2 года назад +675

    Okay but of all the amazing things in this, seeing the tool that lets you align sloped wall textures to the slope of the wall blew my fucking mind. The amount of agony I went through trying to size and align wall textures next to stair cases is insane. Even top mappers and (goldsource) mods like Cry of Fear have walls with this exact issue because it's so difficult to get right. What a game changer.

    • @MrNeoHL
      @MrNeoHL 2 года назад +33

      That's an existing feature in hammer already, an obscure hidden one - having to align the camera to look at the wall in an specific angle, to then use the "Align to view" feature

    • @QuintessentialWalrus
      @QuintessentialWalrus 2 года назад +15

      @@MrNeoHL You can change the angle of the 3D view camera? I've never seen that in the options menu, although I suppose I wasn't looking for it.

    • @The_Viktor_Reznov
      @The_Viktor_Reznov 2 года назад +37

      @@MrNeoHL That sounds like a Source workaround bandaid fix alright

    • @AlphaGarg
      @AlphaGarg 2 года назад +11

      @@QuintessentialWalrus Yea I think you have to use the camera tool in the 2D view, place the 3D camera on a snapped grid position, then drag its red sight direction over to the other grid position so that the angle is just right, then use align to view
      pain in the a

    • @PedanticPig
      @PedanticPig 2 года назад +7

      There's another existing obscureish feature in Hammer that you can do this with. If you select the texture on the bottom or top of the wall brush and then alt+right click on the face of the wall it'll copy the texture and alignment from the top/bottom, keeping it aligned to the edge. Still a bit of a pain though.

  • @__aceofspades
    @__aceofspades 2 года назад +1366

    I cant believe that Hammer hasnt been drastically improved to add these quality of life features in over a decade. I remember struggling so much with Hammer when I was a kid trying to make custom Zombie Mod maps. I ended up never trying to make maps or games/mods for other games after being so frustrated with Hammer because I assumed they were all this bad.

    • @SwirlyTwirl
      @SwirlyTwirl 2 года назад +48

      I remember trying to learn to create maps with hammer when I was a kid. I couldn't even make something as simple as an empty cube because Hammer just crashed randomly every few minutes and there was absolutely no fix for it. I have never attempted to make maps ever since.

    • @CrAzYpotpie
      @CrAzYpotpie 2 года назад +17

      I have been using Worldcraft/Hammer for 20+ years, and I sucked at it at first, too. I just decided to never give up after the first few hurdles, and to this day, I still dream of an editor for a powerful new engine that allows as fast prototyping as I was able to get done in Hammer. Nothing is the same.

    • @outrowed
      @outrowed 2 года назад +28

      Damn, respect for those mappers who have been making maps since before Hammer++ even existed.

    • @Matzu-Music
      @Matzu-Music 2 года назад +6

      @@outrowed danke.

    • @henryfleischer404
      @henryfleischer404 2 года назад +12

      That's funny, learning to use Hammer made Unity so confusing I immediately gave up.

  • @neones375
    @neones375 2 года назад +677

    as someone who's dabbled in Doom map creation with UDB, i'm suprised Source has gone so long without real-time edit features

    • @henryfleischer404
      @henryfleischer404 2 года назад +7

      What's UDB? I'm pretty interested in making a DOOM WAD somewhat soon.

    • @lukkkasz323
      @lukkkasz323 2 года назад +80

      @@henryfleischer404 Ultimate Doom Builder which is based on GZDoom Builder, which is then based on Doom Builder 2, which is then based on Doom Builder 1, which is then based on other older Doom map editors. So in short - a much better family tree than Hammer.

    • @henryfleischer404
      @henryfleischer404 2 года назад +5

      @@lukkkasz323 I'll take a look at it, since I can't get SLADE to work on my laptop.

    • @sxrub3310
      @sxrub3310 2 года назад +7

      @@lukkkasz323 I'm gonna assume the first Doom map editor was in a typewriter

    • @salami99
      @salami99 2 года назад +1

      ur profile picture is stunning 😍

  • @sourceeee
    @sourceeee 2 года назад +1545

    ive always considered source mappers literal gods, cause to make something so pretty/polished in such a shit and unintuitive editor is magic to me. We don't give enough respect to these ppl imo

    • @sillowillo
      @sillowillo 2 года назад +34

      @@hoffer_moment I love you

    • @sillowillo
      @sillowillo 2 года назад +25

      @@hoffer_moment Let's ride the tessie together

    • @cralo2569
      @cralo2569 2 года назад +23

      it's mostly patience to finish a polished map, things can get slow in hammer

    • @friendofp.24
      @friendofp.24 2 года назад +8

      Yes... Bow down to me.

    • @QuintessentialWalrus
      @QuintessentialWalrus 2 года назад +22

      @@cralo2569 Fully agreed, it's all about patience. I've made two Left 4 Dead campaigns in Hammer and I'm working on a third. No Hammer++ compatibility yet so it's all vanilla. I fully confess that anyone who wants to finish a project as big as a L4D2 campaign -- working solo no less -- needs an insane amount of patience and dedication. I enjoy Hammer and general Source modding as a hobby, but I'm increasingly convinced this is because my brain is leaking sanity out of my ears.

  • @The1Wolfcast
    @The1Wolfcast 2 года назад +286

    I remember switching from hammer to hammer++ for gmod mapping and I just cannot go back because of all of those features. I am so glad this program exists

    • @semtux8615
      @semtux8615 2 года назад +4

      Hammer++ works for gmod now? Ive been waiting for it to release

    • @annilator3000
      @annilator3000 Год назад +3

      @@semtux8615 yea you have to follow a little tutorial it's easy

    • @gladbr7629
      @gladbr7629 6 месяцев назад

      @@semtux8615 update from the future, it was released for gmod now

  • @FrostDzNz
    @FrostDzNz 2 года назад +985

    This really makes me want to give mapping another shot.

    • @swhipple
      @swhipple 2 года назад +38

      You should 100%. It's a million times less painful. Find the right game and gamemode you want to make a map for and you can do it!

    • @r0niii_
      @r0niii_ 2 года назад +26

      Mapping is fun but overmapping may cause mental illness without you noticing it.
      You may get funny thoughts or get depressed. Other stuff may happen.
      So if you begin then don't get too attached and map with caution.
      I would recomment joining a community and asking for help and make a plan of a map before mapping it. It may save time and stress/effort.
      Less effort for same quality and less time waste.

    • @beqa2758
      @beqa2758 2 года назад +1

      its so useful for creatin coop maps, placing props in 3d with some quick rotations and bam ofc theres way more than that

    • @r0niii_
      @r0niii_ 2 года назад +4

      @@beqa2758 many people doesn't know but in stock hammer you can use the 3d view to place things and resize them aswell. No one does that because it's not as comfortable as you were doing it in 2d view.

    • @cralo2569
      @cralo2569 2 года назад +1

      it's way easier with hammer++. it's already easy when you get the hang of the basics, but it's fix and addition after another. just do it!!!

  • @swhipple
    @swhipple 2 года назад +367

    Not to mention there's literally just a million stupid things that went wrong in hammer for who knows why. Hammer++ in general just doesn't have those problems. You just find yourself NOT running into stupid errors or crashes. It's a blessing thank you ficool2

  • @Zuckerkome
    @Zuckerkome 2 года назад +319

    the ++ is a probably a reference (like with notepad++ or c++) to programming, where when you do variable++, it increases the variable by one, so it means one version higher

    • @jacobshirley3457
      @jacobshirley3457 2 года назад +13

      Oh. Never connected the dots there, lol.

    • @kdee1428
      @kdee1428 2 года назад +8

      That's what i always thought of ++

    • @reidprichard
      @reidprichard 2 года назад +18

      Yep. The post increment operator.

    • @offspringfan89
      @offspringfan89 2 года назад +3

      🤯

    • @fungoose2195
      @fungoose2195 Год назад +2

      ​@@reidprichard ++Hammer...

  • @AussieBleuu
    @AussieBleuu 2 года назад +215

    Hammer is the sole reason I started mapping 12 years ago, and it was the reason I quit mapping in 2014. It required a certain kind of patience and creativity, especially if your scope was rather large. Part of it was imagining how your map would look before rendering. Sometimes I’d have to remember certain values for entities when I started on a new map entirely.
    The patience was in the crashes, figuring out what caused what, and waiting for the map to compile before realizing you’d just made a critical error so you go back to try again. Out of laziness I would make a bunch of big changes before seeing how it worked, instead of making one change then going to render the map every time. That’s where remembering some of those “values” came in. Making *small* incremental changes at a time was far more efficient.
    The addition of real-time editing in Hammer++ is a godsend as well. It all makes me wonder why someone didn’t think to make this sooner. I’m sure if it was an easy task, then it would have happened. There are plenty of talented folks/veterans in the Source community. The guy that put this all together has done more for the Source & modding community than valve has done in quite a while.
    I understand not many folks will read this, but I’ll leave it on this - many of us find ourselves going over to UE or unity because Source is so outdated by this point. But many of us find ourselves coming back to Source, because it is most familiar. Hammer++ is not a replacement to those, it is not meant to compete against other engines, but it adds that extra edge for those who needed it so long.

    • @pinkmail6841
      @pinkmail6841 2 года назад +1

      Are going to try hammer++?

    • @NeCtRiCkS
      @NeCtRiCkS 2 года назад +6

      Exactly, I've tried to change my approach to mapping several times, because of how long compiles take. So each compile had to be error-free and an improvement over the previous compile. That's exhausting. I eventually quit mapping due to how time consuming that was, just to achieve an ok result. Let alone the fact that, if you wish to stand out with your map, you still had to make custom textures and models, out of Hammer, WHILST fighting with Hammer haha. But I see things are getting better now, especially with more capable PCs which can deal with maaany models a bit better.

  • @ScottishAtheist
    @ScottishAtheist Год назад +24

    I just finished a seven year project where I recreated my house and surrounding area in absurd detail.
    See this video, start crying about how much time and stress it would have saved. Wow, all the simple quality of life improvements like the lighting preview, and the piling up of physics objects (this would have come in so handy). Good job on modernising the editor, wish I’d had it years ago.

  • @RustyShackleford556
    @RustyShackleford556 2 года назад +170

    I didn't know Hammer++ existed and tried to get into mapping with Hammer. I gave it a few hours and said fuck it, this editor was created before I was born and it feels like it too. It just FEELS old.

    • @TechnologicallyTechnical
      @TechnologicallyTechnical 2 года назад +18

      +SpunkyPixel Just so you're clear on exactly how far Source dates back, the engine itself is 18 years old, but it's modified from an engine that was originally made 26 years ago (that being the Quake engine, which was created in 1996).
      Even Source 2 still seems to have a bit of code from the original Quake engine. It's an extremely tall tower of duct tape.

    • @RustyShackleford556
      @RustyShackleford556 2 года назад +10

      @@TechnologicallyTechnical Oh I know; Source only came out 25 days before I was born with HL Source, and I grew up with some old ass tech but even then I could tell it felt older than other programs of the time. The original Hammer literally feels like it's stuck in a time vortex for early 2000's software. Everything about it is nostalgic, but that's not a good thing considering programs of that nature then were basically unusable to their full extent except for the people that made them. Like someone else here said, I cannot believe Valve uses that shit. I think I might quit if I had to build HL2 on that... thing.

    • @amentco8445
      @amentco8445 2 года назад +5

      @@RustyShackleford556 Think about what the alternatives were in the late 90s to the 2000s. Hammer was actually easy in comparison.

    • @Theophan123
      @Theophan123 2 года назад +4

      @@TechnologicallyTechnical Instead of Source 2, Valve should just have Source++

    • @RustyShackleford556
      @RustyShackleford556 2 года назад +1

      @@amentco8445 Fair lol

  • @KalkuehlGaming
    @KalkuehlGaming 2 года назад +56

    Philip talking about Mapping and the Hammer Editor is the most nostalgic thing I witnessed. Mapping is a core memory of my past.
    Now I will give it another shot.

  • @norXmal
    @norXmal 2 года назад +35

    2:12 - You are 100% right, how much I wished for real-time rendering of light when using Hammer over the years,
    how much time wasted waiting for the map to load, only to regret your adjustment.

    • @cobrazoid
      @cobrazoid 2 года назад +8

      Bruh Nexodus, this is my 2nd time stumbling upon you in the comments. And this is a bit awkward too...

    • @norXmal
      @norXmal 2 года назад +6

      @@cobrazoid My guy, hope everything has been well since last and I doubt this will be the last we stumble upon each other.
      We are either in the same algorithm or just like the same content.

    • @cobrazoid
      @cobrazoid 2 года назад +5

      @@norXmal Oh everything has been well for me since the last! When I saw you in a different channel I just shrugged it off and called it a coincidence. But, now this is 2nd time and I was here just by the algorithm and I was basically scrolling and reading the comments til' I saw you. I mean, I have nothing against stumbling upon the same people from different channels, but I just find it a bit awkward and interesting at the same time whether its by the algorithm or the same content we enjoy. Take care man!

  • @SonicFan535
    @SonicFan535 2 года назад +51

    6:45 - If you press X in regular Hammer, you can move things in the 3D view just like you can in the 2D views. It's a very useful feature so I don't know why it's off by default. I always press X after starting Hammer and keep it on all the time.

    • @zacharymichel1272
      @zacharymichel1272 Год назад

      Finally someone pointed that out the only improved thing is the gizmo which just makes it easier to move stuff in the 3D view I personally dont use it but I think im just too used to the original method

  • @reNINTENDO
    @reNINTENDO 2 года назад +70

    For those curious, the "++" names you see on things (and languages in the case of C++) are referencing an "increment by 1" operator, which is essentially a shorthand way to add 1 to a number in most programming languages. For example, if x equals 1, x++ will mean x now equals 2.
    I've had some good and frustrating times with Hammer, but it's been a while. It was the first level editor I ever used, so I didn't know any better with all of the features it lacked. Though even then the lack of any form of lighting/shadow estimation hurt. Ficool2 is an absolute legend making this. Part of me kind of wants CS:GO to stay in Source 1 just to justify the amazing work done here for longer. Though if I ever get back into L4D2 campaign making and this works for that... Yeah, I'm sold.

  • @medicindisquise4271
    @medicindisquise4271 2 года назад +66

    the physics tool sounds like it'd be more useful in singleplayer mapping. Think HL2 or either portal game; physics would be really helpful in just being able to see how props fall for working around setpieces or puzzles

    • @wizardmon1337
      @wizardmon1337 2 года назад +12

      No, it's not about "what would happen if the player did this or opened some sort of lever" those physics can be done in-game just fine already. The real game changer about this is making a battle torn city block where you can just go "Okay, I want the players to be playing in & around this blown out building but I don't want to manually place all of the debris by hand - if I just simulate the explosion you will have a realistic result done for you, all of those blocks/boards/window fragments & props all placed down for you and in exactly where they would be after the explosion blew out the wall.

    • @tailnowag8753
      @tailnowag8753 2 года назад

      Yeah it would really help with timing and stuff like "so if this barrel rolls down this slope, when will it reach the player?" a lot of good use cases

    • @user-sl6gn1ss8p
      @user-sl6gn1ss8p 2 года назад +2

      @@wizardmon1337 Yeah, even a small part of a wall fallen in the right way adds a lot already. I've spent far too long mentally calculating how broken things would fall and carefully snapping them into place and over another, and that's for small details with a few parts. Cutting this work out is a huge quality of life improvement

    • @ViciousVinnyD
      @ViciousVinnyD Год назад

      Honestly I think everyone's getting way ahead of themselves with the surprisingly powerful capabilities of this tool and overlooking just how useful it actually is.
      I think by far the most important use of this tool is for saving time in mundane tasks like dropping boards over gaps or stacking boxes for the player to climb onto. Sure, you could use the mouse, but making it not float or clip takes time which is now completely skipped by a single button press.
      That's a game-changer, especially for mappers with less time on their hands or experimental mappers who just want to mock up a design for testing.

  • @optimise.
    @optimise. 2 года назад +56

    Now that Hammer++ is here it’d be a great time for you to start a series similar to The Making of de_sparity. It was my personal favourite and something I never get tired of re-watching.
    3kliksphilip, please make

    • @vbgfrnc
      @vbgfrnc 2 года назад +2

      Exactly, or another series of tutorials but 2k22++ edition

  • @cesarc3658
    @cesarc3658 2 года назад +20

    Hammer++ made me actually get back a finish a project I was working on. Huge QOL improvements

  • @cook_it
    @cook_it 2 года назад +9

    As someone who messed about with hammer years ago ( and never released anything but got quite the enjoyment out of making whacky stuff in TF2 for myself) theses features are just unbelievable. I just can't wait to see what quirky stuff can now be made real, thanks to this amazing mod! Thanks ficool2!

  • @0Blueaura
    @0Blueaura 2 года назад +3

    I started watching your channels 10+- years ago and thank you for the old func_precipitation tutorial and what not, these videos have so much charm :)

  • @zesse
    @zesse 2 года назад +314

    Hammer is horrible but yet somehow I always look back at it when working with Unity or Unreal thinking it is somehow better to work with. It's just so easy to make simple levels with it. Maybe S2 will finally one day allow me to go back to similar type of editor.

    • @JavaJumper
      @JavaJumper 2 года назад +4

      Same dude

    • @spiderjerusalem8505
      @spiderjerusalem8505 2 года назад +6

      Nah, source 2's hammer is unfortunately not that good

    • @charlieking7600
      @charlieking7600 2 года назад +27

      It's really easy tool, if you make something simple and ugly as flat surfaces and walls with perfect 90 degrees and no details in it.
      But if you want to make detailed environment, VHE becomes painful tool.

    • @del.1356
      @del.1356 2 года назад +31

      @@spiderjerusalem8505 What ? I never heard someone saying that source 2 hammer is "not that good". It is more the opposite that I hear, almost only positive comments.

    • @4dblock314
      @4dblock314 2 года назад +8

      I agree. You don't need to have some coding knowledge to use source engine's I/O system or its ai which adapts to map changes. I think the problem that makes it difficult to make detailed maps is the fact that source has the same restriction as the quake engine. The engine can only handle simple shaped maps.

  • @danin900
    @danin900 2 года назад +124

    I like how Philip is incapable of censoring himself whenever the Source's spaghetti nonsense rears its ugly head.

  • @razamondo
    @razamondo 2 года назад +18

    I remember back in highschool I tried my hand at mapping for Gmod TTT and CSS mini games in hammer and the process was so painful that even though still to this day almost 9 years later I STILL want to make things for source game I don't bother as hammer is so incredibly cumbersome and annoying to use in so many ways (don't you dare even THINK about ladders) this is an absolute game changer and may actually get me into it. While I'm not too big a fan of CSGO and haven't played it in many years I frequently play source games with friends and with an actual working editor it could open the doors to so many new experiences not just for CSGO but all source games that use hammer.

  • @vectonaut1503
    @vectonaut1503 2 года назад +8

    Real time lighting preview in Hammer what!? Back in the day the one thing I loved about Unreal Engine 2 was the real time lighting in editor. Plus all of these other QoL features!
    I was actually thinking of getting back into Hammer now that the Half Life 2 VR mod is out... and then you drop this video... fantastic!

  • @LL-kz7ge
    @LL-kz7ge 2 года назад +13

    Oh god, watching this was the most painful and yet the most mind blowing thing I have ever seen. All those dreams of maps I wanted to make but was beaten by Hammer are suddenly becoming possible.

  • @ianjohnston5205
    @ianjohnston5205 2 года назад +11

    "Hammer++ let's you view the lighting in the editor. It also lets you..."
    I'm already sold. I've only dabbled casually in the Hammer editor, but getting the lighting to look how I wanted was so goddamn tedious!

  • @narrowgauge0727
    @narrowgauge0727 2 года назад +47

    i gotta be honest, as much as i despise hammer, its really cool to use, and its very satisfying to make things it, once you learn what everything does. the happiness fades though once your save file corrupts and have to learn how to convert bsps back into vmf files or something.

    • @TechnologicallyTechnical
      @TechnologicallyTechnical 2 года назад +3

      +NarrowGauge07 tbf I like Hammer's user interface, in particular the three grids representing each axis, but having to load the map to see what everything looks like IS ultimately what puts mappers off.
      I spent three damn years finishing the first CSGO map I ever started, partially because I tend to procrastinate, but largely because I dreaded the long loading times.

  • @pancaxd1450
    @pancaxd1450 2 года назад +1

    That's awesome! I applaud ficool2 for the efforts put into this project. I definitely stumbled upon many issues in the past that this Hammer++ seems to solve, great work!

  • @Pepso8P
    @Pepso8P 2 года назад +30

    I am genuinely surprised Valve haven't done this sooner themselves. They always seem to put so much thought into anything they create, yet the Hammer editor felt like an alpha version compared to Hammer++. Amazing work by ficool2. I hope Valve decides to compensate him for his immense help for the mappers community.

    • @user-sl6gn1ss8p
      @user-sl6gn1ss8p 2 года назад +7

      Hammer is pretty much a series of modifications of WorldCraft, which was used for Quake all the way back at least 1996. This was so because the goldsrc engine (of the original half-life and it's mods) was also a modified version of the Quake Engine. I the editor was pretty nice for it's time, and some of it's limitations made more sense for the engines it targeted.
      So Hammer is 25+ year old technology with some patchwork and not a creation of valve, in a sense. But yeah, still weird how little they decided to modify the thing. I wonder if they have better internal versions.

    • @stitchfinger7678
      @stitchfinger7678 2 года назад +3

      It feels like Hammer was much more of an internal tool they publicized just to be cool, where with SFM (as many problems as it has...) it feels a little more like releasing it was on purpose.

    • @user-sl6gn1ss8p
      @user-sl6gn1ss8p 2 года назад

      @@stitchfinger7678 I think the original version and the quake editors were already available, so it would only make sense for them to share their version of hammer (then worldcraft) too

  • @Terrown
    @Terrown 2 года назад +2

    I am in the process of making a map right now and this will really make my mapping experience so much better. This came out just at the right time :) Thanks again that you cover these topics.

  • @ZetaPrime77
    @ZetaPrime77 2 года назад +6

    This looks incredible, I might even get into mapping because of it. I was always intimidated by the horror stories I heard about Hammer, but this looks great.

  • @slendydie1267
    @slendydie1267 2 года назад +2

    That made me appreciate the time and effort put into optimising a map. Hiding stuff, aligning objects and skyboxes, placing lighting and fog. I always imagined a mapper would be able to see that realtime as it's being edited but alas. Having to render the map just to see a texture is misaligned by a tiny bit is so stupid. I'm excited for the future maps.

    • @stevethepocket
      @stevethepocket 2 года назад

      I don't know what you mean about textures; those are perfectly visible in even the oldest editors.

    • @slendydie1267
      @slendydie1267 2 года назад

      @@stevethepocket Haven't used hammer but I left with the impression that you cant check much out without rendering it. So I imagined just stacking some crates and they end up leaving a small gap. I usually watch videos on 2x so i could've gotten distracted and made something up but the main point still stands :D.

  • @bashcatz
    @bashcatz Год назад +10

    Conclusion: Valve pls fix.

  • @XradicalD
    @XradicalD 2 года назад +2

    I think the most impressive part is that it took years for someone to go ahead and do this. Hammer's shortcomings weren't anything new but I guess we all became adjusted to it.
    Hopefully Hammer++ will support most games and add more features, I know I needed it for a L4D2 map I was making.

    • @GreenSwede
      @GreenSwede 2 года назад +1

      The only reason Hammer++ exists is because it's using leaked source code, so its legal use is questionable.

    • @ficool2722
      @ficool2722 2 года назад +3

      @@GreenSwede Hammer++ does not use leaked code, I am now licensed to use it legally

  • @lilBernier
    @lilBernier 2 года назад +5

    Swapped to hammer++ a few months ago. My jaw dropped when I saw the lighting preview for the first time.

  • @InteractiveBUD
    @InteractiveBUD 2 года назад +1

    This video is like a blast from the past. Probably ~15-17 years ago I used one of your original tutorial videos to learn how to make TF2 maps. It's been such a long time since I've used hammer. Very cool to see a subscription vid of yours pop up on my feed! Hope you're doing well brotha.

  • @DarkeningDemise
    @DarkeningDemise 2 года назад +45

    I was making maps for Counter-Strike: Source a while ago. I forgot Valve broke the editor and Source SDK itself back in 2013. You can't tell what the lighting is till you get in game after waiting forever and it looks ugly every time. I just gave up on the lighting and focused on making the map playable with bots and adding multiple ways to get around. I was proud of my underground bunker map. Really its nothing special but I am proud of what I was able to make given I haven't used Hammer since 2014. Amazing what you can remember after so many years. My last map was for Gmod Operation Quarantine. That's nothing special. I may try to share my CSS map one day. But Valve and its tools are a pain. I may never use Source 2 given my rocky experience with Source 1. I've moved onto other engines and game editors making maps and mods for various games. Valve and Source was just the beginning to teach me the basics so I could expand in the future.

    • @Nicholas-dd9js
      @Nicholas-dd9js 2 года назад +2

      Operation Quarantine Part 2 when?

    • @saintaodhan
      @saintaodhan 2 года назад +1

      Trust me, you should give Source 2 a try. Or at least look at some of the tutorials for it, because imo Source 2's map making tools are much much better than Source 1. There are still some quirks from Source but overall it's nice.

  • @LinkiePup
    @LinkiePup 2 года назад +2

    I’ve been using hammer++ to update de_sparity! -Thx Again for the opportunity Philip!-

  • @ThatsMySkill
    @ThatsMySkill 2 года назад +3

    been using hammer++ for quite some time and i absolutely love it. so many things that improve your workflow.

  • @Ynkev
    @Ynkev 2 года назад +2

    2:53 Nice reference to Two minutes papers, not gone unnoticed😉

  • @popeyedanzii467
    @popeyedanzii467 2 года назад +5

    Ficool2 got that backdoor labradoor drip

  • @pixelrunner2775
    @pixelrunner2775 2 года назад +2

    Im just glad I can now put the rare and exotic sound file format, .mp3, in my maps.

  • @jankkhvej434
    @jankkhvej434 2 года назад +4

    the better model browser and lighting preview are by far my favorite features of hammer++

  • @jesuschrist194
    @jesuschrist194 2 года назад +1

    Beautiful, you represent everything nostalgia from my life, bless you man, great videos :)

  • @vatonix84
    @vatonix84 10 месяцев назад +3

    just remember, hammer came out in 1996.

    • @apchistuz
      @apchistuz 10 месяцев назад +2

      And it was for quake

  • @Max_Jacob
    @Max_Jacob 2 года назад +1

    I never really stopped mapping, always do it here and there, and something like this is always great news! glad to see it's making people want to give it another shot

  • @paincult7121
    @paincult7121 2 года назад +4

    The whole fact of having to switch in and out of the game to check delicate lighting setups was one of the biggest bothers of map-making. Might have to give Hammer++ to be honest.

  • @Larry.
    @Larry. 2 года назад +1

    you pace your videos very well, I learned a lot in 10 minutes without realizing how much time had passed

    • @jacobshirley3457
      @jacobshirley3457 2 года назад

      Funnily enough, he learned that skill when he was making Hammer tutorials. He just disliked the overlong tutorials out there.

  • @Hombzy
    @Hombzy 2 года назад +9

    I've been using Hammer++ for tf2 for months and it made my mapping life so much less miserable. It's mind-boggling how bad the standard version of Hammer is compared to this tool.

  • @IDisagreeWithYouAlot
    @IDisagreeWithYouAlot Год назад

    Man it’s so cool to see you still making videos. I used to watch your tutorials when I was like 13-14. I spent 12 hours a day on hammer and ended up getting really good with it. I know that program inside and out now.

  • @ItzKyber
    @ItzKyber 2 года назад +11

    Nearly spat out my drink when i saw ficool's legoshi pfp. If you know, you know.

    • @mprosso2000
      @mprosso2000 2 года назад +2

      If you know, you know.

    • @apenasumcaraqualquer204
      @apenasumcaraqualquer204 2 года назад

      if you know, you know

    • @deerby1500
      @deerby1500 2 года назад +1

      I was gonna say the same thing. Like christ, its such a mental flashbang for it to just be casually shown on screen and everyone being none the wiser.

  • @DenshyOwO
    @DenshyOwO 2 года назад

    The only reason why I stopped making maps was the lighting preview problem, thank you very much for showcasing Hammer++ :D

  • @Micha-Hil
    @Micha-Hil 2 года назад +34

    Philip using the word "Shit" in the title really sets it into stone how much he hates Hammer

  • @oblivitv1337
    @oblivitv1337 2 года назад +1

    There was a tool called "BSP Viewer" that did some of this awhile ago if I'm remembering correctly. It could load up vmf, etc. Glad to see the community is continuing to innovate.

  • @Wheagg
    @Wheagg 2 года назад +6

    Tried to get this running on gmod a while ago. Never worked. But I will use this eventually. It's just too good.

  • @ReickyTcharles
    @ReickyTcharles 2 года назад

    Dude i met your channel a long time ago through the hammer tutorials videos, if I'm not mistaken it was like 12 years ago, your videos were the best, straight to the point, it woke up in me the passion for game development, well, congratulations :)

  • @deepsnow4994
    @deepsnow4994 2 года назад +3

    6:44 - You can actually grab and move objects in 3D view in vanilla Hammer as well (either grab those white square handles or grab the "BBox" that is drawn around the object when you have it enabled with X). I use this all the time, and it's much easier than using 2D views (but sometimes it's still better to use 2D views for more precise adjustments).

  • @Gest_613
    @Gest_613 2 года назад +2

    I've never mapped before, but this reminded me of the time back when I used to use the default image viewing app called "Preview" on MacOS as an image editor because I didn't know any better. It was horrible to edit on since it wasn't made for editing images, but I used to spend hours on it drawing stuffs and making stupid edits to show to my friends or whatever.
    Time has passed quite a bit since then, but because of this, I think have so much more appreciation towards people who makes amazing creations despite the horrible tools they use. And I can't thank all the mappers enough for all the amazing maps they've made purely from passion and excitement, including probably you philip.
    (sry if the writing is scuffed, im not a native english speaker;)

  • @ethhics
    @ethhics 2 года назад +3

    I make surf maps with Hammer++ and it's been a good experience so far. Except leaks, I hate leaks in my maps

  • @FossyPickles
    @FossyPickles 2 месяца назад

    1 year ago, i saw this video, 1 day ago, i then learned to use hammer++ to make my first ever map, thanks philip for your great tutorials!!

  • @circuz4167
    @circuz4167 2 года назад +4

    I'm still attempting to upload my l4d2 campaign and this is really what I needed to see, someone talking about how terrible Hammer is.

  • @SeazonHDx
    @SeazonHDx 2 года назад

    Man i was 12 and your hammer tutorials made my life much easier back then thank you and thanks ficool for hammer++ even if stopped mapping long time ago

  • @nilslindstrom1494
    @nilslindstrom1494 2 года назад +3

    I've used Hammer++ since it's release; It made me way to excited first time I heard of it lol

  • @Nightmare78hAlo
    @Nightmare78hAlo 2 года назад +2

    I have only ever spent about 200 some hours in Hammer long ago when i was goofing around making my own TF2 and HL2 maps to learn it and this made me actually wanna return to it and re-learn source map making since i just got so tired of the limitations and issues the original hammer had, it's always been nuts to me that some people stuck with it for so long and so many years with the problems it has.

  • @firstnamelastname-ed6ef
    @firstnamelastname-ed6ef 2 года назад +27

    L4D2's Hammer definitely has the particle-preview window. You can also already manipulate entities and brushes in the 3D view. Are these really things CSGO's Hammer can't do?

    • @Kidnation_Source
      @Kidnation_Source 2 года назад +7

      The 3D view moving has been a thing since Source's introduction, but without the axis movers seen in Hammer++. The particle viewer wasn't introduced until L4D2, and even then, the particle viewer there crashes A LOT and lags A LOT even in CSGO, compared to Hammer++'s. Everything else here is either new to Hammer or made actually working. Like the lighting preview has been present but has never worked for any Hammer version until Hammer++, and the physics tool is all new.

    • @Alivebyte
      @Alivebyte 2 года назад +1

      yes, you can manipulate, but H++ does that with gizmos, which is way more cooler than hammer used to have

    • @michaelwesten4624
      @michaelwesten4624 2 года назад

      imagine making maps with two rocks and a stick. man cs is outdated just let it rest in the dumpster

    • @TheBranchan
      @TheBranchan 2 года назад

      @@Kidnation_Source Ah the memories of crashing Hammer just trying to explore different props to put in my levels :')

  • @ლoლ0707
    @ლoლ0707 2 года назад +1

    This sounds too good to be true, I have known 1st hand the struggle of working with Hammer on a slow laptop, it takes forever to render a map only to load it in game to find out it isn't what you thought it would look like. Thankyou Hammer ++

  • @orhanerdogan2590
    @orhanerdogan2590 2 года назад +3

    Great video man 👍. Keep it up man

  • @QuintessentialWalrus
    @QuintessentialWalrus 2 года назад +2

    The Left 4 Dead 2 version of Hammer has a particle browser just like Hammer++, I can't believe it's not a standard feature in all versions of Hammer!

  • @Krahfty
    @Krahfty 2 года назад +3

    @3kilksphilip 0:22 The ++ part is a clever reference from C programming language, basically when you write "variable++" it's shorthand for "variable=variable+1" so plus 1 better than the original, which is also how C++ got its name

  • @fojisan2398
    @fojisan2398 2 года назад +1

    Me: clicks on video thinking it's just gonna be a buncha technical stuff that'll fly over my head
    Philip: You can see lighting and particle effects in the editor
    Me: Goes to install

  • @SamiClouded
    @SamiClouded 2 года назад +5

    ficool2's profile pic is a gift to know

  • @JDRuse
    @JDRuse 2 года назад +1

    one of my favorite tools in hammer++ is the polygon tool, it has been very helpful for me adding more than just right angled corridors into my maps and makes me actually add more shape into my map

  • @joesfather9122
    @joesfather9122 2 года назад +14

    0:18 i hate that i know what his pfp is from :(

    • @lollingrock
      @lollingrock 5 месяцев назад +1

      This comment made me search for it and now i am traumatised

    • @peytonsuperstar
      @peytonsuperstar 3 месяца назад +1

      ​@@lollingrock, please tell us where it could be

    • @lollingrock
      @lollingrock 3 месяца назад

      @@peytonsuperstar it's from a gay furry animation called backdoor labrador. If you need a link just take a screenshot of the pfp and reverse Google search it.(Turn off safe search or it will just show the soundtrack)

    • @lollingrock
      @lollingrock 3 месяца назад +2

      @@peytonsuperstar it's from a gay furry h***ai animation called "backdoor labrador", and I think the title is suggestive enough

  • @mou1660
    @mou1660 2 года назад +1

    Philip, I've been watching you for a reeaaally long time, and I keep coming back to old videos of yours. Specifically mapping videos and your game making journeys. Though I still watch every single one of your videos, enjoy the 'newer' way of your content and see how analytics and watchtime goes deeply into your considerations of videoprojects as this is your job... I really miss the 'old' content style you had. Making bigger projects is very time consuming, but game-making and mapmaking has gone a long way since your old videos, and with Hammer++ and Unreal(in some ways klikandplay;)) you bringing 'bingy adventure' video projects back would be very refreshing. Your passion is what brings the content alive, and I feel like it gets a bit lost in the newer RUclips, where it seems like focus always to a very large degree relies on only uploading content that you know is going to perform well for a new and larger audience. The niches you at times have big focus on really brings people as myself in, and I can only hope for you to some day return to bigger niche projects. Of course I can't know what you want, and if you really find these interesting anymore, but if a Patreon, a streaming service like CuriosityStream, or giving the possibility for the community to support you in some other way can make this happen, I would love to help out. (Probably should have posted this on 2kliks)

  • @Ikethepro18
    @Ikethepro18 2 года назад +4

    I've never truly thought about just how many things are just wrong with hammer, it's unbelievable

  • @chadkndr
    @chadkndr 2 года назад +1

    i like that two minute papers reference 2:54

  • @soDA-9.9.9
    @soDA-9.9.9 2 года назад +3

    The main reason, why hammer sucks like that is because it is so old, that the computers back then could not handle these new real time previews and stuff. Hammer++ is a real gamechanger

    • @PaperMario
      @PaperMario 2 года назад

      My PC is old and even 32 bit and it handles the hammer++ lighting rendering in real time fine. It's just Valve didnt bother updating Hammer with new features as its something usually they only used and not thinking about others even with the SDK out.

  • @shashiro_the7461
    @shashiro_the7461 2 года назад

    I've never heard Philip so excited before. Makes me smile. Great video! :)

  • @teajai45
    @teajai45 2 года назад +4

    You can also play Super Mario 64 in the maps you make in Hammer++.

  • @svyetochka
    @svyetochka Год назад +2

    fun fact: in some programming languages, "++" means to increment ONE unit ( example: 5++ = 6 )

  • @augustday9483
    @augustday9483 2 года назад +16

    I can't wait to see a new wave of mappers and modders enabled by better Source 2 tools. The future is bright!

  • @ihorko3161
    @ihorko3161 8 месяцев назад +2

    "The sound previews now support rare and exotic file formats like... mp3" :D
    It's a bit silly that such functions appeared after over 20 years, lol. Kudos to ficool2.
    I wish we have something similar for GoldSource as well.

  • @kipchickensout
    @kipchickensout 2 года назад +3

    is packing of custom objects easier too? or do you still need to create tedious configuration files for each model and then packing them successfully 3 different ways just for them to still be shown as ERROR blocks on other people's PCs?

  • @GeorgeCollier
    @GeorgeCollier 2 года назад +1

    2:54, is that a TwoMinutePapers reference?

  • @Ramonatho
    @Ramonatho 2 года назад +10

    It always amazes me how an individual or small group can accomplish something so far beyond what a massive corporation ever desired to do.

  •  Год назад +2

    Tbh I really liked hammer from the small amount I used it (probably why I liked it), it's sooo much better than the level design tools in most modern game engines. CS2 hammer on the other hand.... Fooken brilliant - as a long time Blender user I absolutely adore it

  • @imirr
    @imirr 2 года назад +6

    Hammer++ is a lifesaver. Native hammer is really disappointing and i don't know why Valve not updating it now sadly

    • @gbnp5579
      @gbnp5579 2 года назад +1

      Thanks to 3kliksphilip some people (like me) will fortunetly start using Hammer++ instead of native, now that we know it exists...

    • @jakub-xk
      @jakub-xk 2 года назад

      h++ author mentioned he's now "licensed under valve" and while vague I believe h++ is going to replace hammer

  • @Jschip
    @Jschip 2 года назад

    Hey Philip when you talked about the being able to use physics in the engine for building it made me think of this bit of mapping info I remember from left for dead. In left for dead the static body piles in the map look a lot more realistic than other games at the time. And the way they did this was instead of modeling the piles they instead took zombie corpses with physics and threw them around until they looked like more natural body’s. This seems like the kind of thing we could see mappers using this tool for.
    Anyway thanks for reading my comment if you do, and also thank you for the content I always look forward to any of your videos :)

  • @DOOMSMANN
    @DOOMSMANN 2 года назад +5

    i hate that i know exactly where ficool2's avatar is from.

    • @nymfyb9298
      @nymfyb9298 2 года назад

      was looking for this comment LMAO

  • @gdmohdpiece
    @gdmohdpiece 2 года назад +2

    In recent updates of Hammer++, you can invite a plumber to your map as an Easter egg. Hands down the greatest feature I adore.

    • @yaba2352
      @yaba2352 2 года назад

      what? how lmao

    • @gdmohdpiece
      @gdmohdpiece 2 года назад

      Help >> Jumpman (Requires clean rom of m64 in the hammer++ directory)

  • @Kono_Dio-Da
    @Kono_Dio-Da 2 года назад +3

    God if only we could get an SFM++

    • @Ultra289
      @Ultra289 2 года назад

      Whats the point? Blender was always better and still is ofc

    • @Kono_Dio-Da
      @Kono_Dio-Da 2 года назад

      @@Ultra289 SFM has a lot more community support though. Not that Blender's community support isn't amazing, but the sheer amount of stuff on the Workshop is amazing

    • @inkoalawetrust
      @inkoalawetrust 2 года назад

      @@Ultra289 Every other map editor ever is also better than Hammer too, like Phillip said, but Hammer++ still exists.

  • @francesboy2
    @francesboy2 2 года назад

    Never created a map nor been interested in creating one, but seeing how excited Philip got in this video and how well he sold the features makes me want to try.

  • @robinrai4973
    @robinrai4973 2 года назад +6

    I'm an idiot so I don't know if you were joking or not but the ++ is from programming, it increments a variable by one of itself, so for example if a variable was an int of value 4, variable++ will make it 5
    I remember loading up hammer, making four rectangles, then promptly closing hammer

  • @steventechno
    @steventechno 2 года назад

    That looks absolutely amazing. The QoL improvements just show what Valve has been lacking. This is a game changer for mappers everywhere. being able to preview the light maps and skybox is a huge plus. This is what hammer should have been for the longest time!

  • @Nitedontdie
    @Nitedontdie 2 года назад +4

    He took the multi-billion dollar company's $500 mapping tool and brought it up to a $10,000 mapping tool. Valve, explain yourselves.

    • @greyish7212
      @greyish7212 2 года назад +1

      Because Valve is switching to Source 2 and fixing the og hammer is the least of their concerns.

  • @johny_mo8318
    @johny_mo8318 2 года назад

    Thanks for this video as always. I made a map once for CS 1.6, it was a Zombie Escape map and really it just ended up being a modified version of a stock map. Even that was a challenge for me, but I can only imagine how much more time-intensive the process would have been if I made something completely from scratch.
    I have more experience making maps for Unreal Gold/UT99 (under the moniker Jaypeezy) and, in a lot of ways, your discussion of Hammer++ made me think of the Unreal 1 Engine's integrated development environment (IDE) and its trajectory. Very similar in that the stock UnrealEd tool we got was insufficient in many ways, buggy as hell and prone to crashing. Much like with Source/GoldSrc, it took the love and dedication of folks in the Unreal community to get us to UnrealEd 2.2, which along with just being a more stable software to use included new features (addition of renderers like D3d8/9, ability to convert brushes to meshes and vice versa, ability to export custom classes that would otherwise be baked into your map, etc. etc.)
    And ultimately it just goes to show the contrast between game engines that are 'open' to modification and tinkering like these, and others where your choices are more limited because the inclusion of that IDE didn't happen for some reason or was deliberately left out and opposed. People still love these old dusty games for a multitude of reasons, and it's wonderful to be able to come back to these every now and again and make something new and exciting because the possibilities have been opened up through these improvements.

  • @meatystalactite531
    @meatystalactite531 2 года назад +3

    I thank the lord daily that 95% of the people who watch this video don't know where ficool2's pfp comes from.

  • @lukassundkvist7564
    @lukassundkvist7564 2 года назад +1

    I've been waiting for you to make a video about this!!