View Cart

Source: Counter-Strike: Global Offensive SDK - Tutorials List

How to Create Your Own Levels/Maps for for Valve's Source Engine game - Counter-Strike: Global Offensive (CS:GO)

Learn how to create your own custom maps for CS:GO Source SDK. This page contains all published CS:GO mapping tutorials.

CS:GO SDK Source Tutorial List:

(Click links below to jump to a topic on this page.)

Basics/Getting Started:

Download, Install, Launch Level Editor

Download, install and launch Hammer Source level editor.

Navigation and Interface Basics in 15 minutes

Basics overview of the interface and navigation in World Hammer Editor. Most commonly used tools and functions are covered.

Scale, Dimension and Proportion

Player and architecture scale and dimensions. Tips on how to keep your map to proportion.

BSP Brush Geometry: How to Create Your First Room

Complete tutorial focusing on bsp brush geometry for beginners in CS:GO SDK.

Inserting Prop Models: Using Models In Your Map

3 prop model types that you will be dealing with - static, physics and dynamic. Learn how to use use them in your map.

Adding Lights: How to Light Your First Room - Basics

Overview lighting basics of how to illuminate your first map. Tutorial also covers how to problem solve some common light issues.

Texturing: Applying Textures and Optimizing Early

How to texture your geometry, replace textures, apply textures as well as optimize early using nodraw texture.

How to Compile and Run Your First Map

How to compile and run your first level in-game.

How to Apply Real World Scale from Photos in Source

Learn how to use photographs and break them down to scale so you can build them in Source/Hammer editor.

Layout: Flow, Pacing, Balance and Layout Creation:

3 Workflow Techniques - How to Draw Top-Down Level Design Map Layouts

Learn how to hand draw your top down layouts using these 3 workflow methods/techniques.

Stuck? One Section Level Design for Gameplay from Idea to Playtest

Feeling stuck? Tutorial for one-section BSP block-in for gameplay level layouts to get you started.

How to Design Gameplay Map Layout

Detailed in-depth guide to creating gameplay layouts for CS:GO diffuse and hostage maps.

CS:GO 6 Principles of Choke Point Level Design

Choke points are one of the most important gameplay elements you must understand to create a good level that others want to play.

From Top Down Layout to BSP Block In Workflow

How to use top down paper layout and create a floor plan of the map to test gameplay, choke points, objectives and path routes.

Gameplay and Map Functionality:

Creating Buy Zones and Inserting Player Starts

How to create team buy zones and insert CT and T team player starts.

Creating Hostage Rescue Zones

How to insert hostage player models and create hostage rescue zones. This tutorial is for new updated CS:GO hostage rescue scenario.

Creating a Standard Bomb Site Zone

How to create a standard functional bomb site zones for a diffuse map.

Creating an Advanced Bomb Site Zone

Creating advanced bomb site set up with entity triggers for fire and dust when bomb goes off.

How to Spawn Any Weapon on the Ground (for fy/aim maps)

If you are creating fy (fight yard) or aim map, you will need to spawn weapons on the ground for players to pick up. Learn how spawn any weapon on the ground.

Automatically Assign Any Weapon to a Player On Spawn

If you are creating a training map focused on one weapon type such as ak-47, awp, deagle or revolver then you want to make sure the player spawns only with that weapon equipped.

Terminal Ballistics or How to Test if You Can Shoot Through Walls

Weapons in CS:GO can penetrate variety of surfaces and do damage to player behind it. Learn to test level's geometry for bullet penetration.

How to Create Functional, Climbable Ladders

Learn how to create climbable, functional ladders.

In-Depth Guide to Creating Breakable/Non-Breakable Glass Windows

In-depth guide on how to create breakable and non-breakable glass windows using 4 methods.

Choose/Change Your Map's Team Player Models for CT and T Teams

Here is how to define which player faction model gets spawned for each team upon spawn.

Clip vs Player Clip Brush Texture - Which One to Use

Clip or Player Clip? Find out which clip texture you should use and why for CS:GO maps.

Working On Your Map:

Complete Guide to Using VisGroups to Organize and Work on Large/Complex Maps

Use VisGroups to organize and manage your maps and various objects within it.

How to Decompile Maps to Reverse Engineer and Improve Your Work

Decompile BSP map files into VMF files so you can open them inside Hammer Source level editor to learn and study from.

Environment Creation Workflows:

"Abandoned House" Workflow (Part 1/5) - BSP Block In Tutorial

BSP block-in, very important development process that starts you off to create your game environments.

"Abandoned House" Workflow (Part 2/5) - Texturing Tutorial

Nnodraw textures, replacing textures, alignment and scale, re-using textures and maintaining color and texture theme.

"Abandoned House" Workflow (Part 3/5) - Detailing Tutorial

Detailing process includes adding props, refining brushwork and adding decals.

"Abandoned House" Workflow (Part 4/5) - Displacement/Terrain and Foliage Tutorial

Adding, modifying, texturing displacement (terrain), placing foliage, displacement decals and terrain detail.

"Abandoned House" Workflow (Part 5/5) - Beyond the House, Lighting and Final Compile Tutorial

Topics in this tutorial include non-playable areas, tree cards, sky, lighting, fog, color correction and final compile.

The Complete "Abandoned House" Workflow Tutorial Series List

5-part series, how the "Abandoned House" environment was created using CS:GO version of Hammer Source. Works for TF2, CS:GO, HL2 series and L4D series.

Quick Tips/Techniques and Bug Fixes:

CS:GO SDK 10 Quick Tip Tutorials with Source Engine #1-10

Part 1: 10 quick-tips to improve, refine and remind you of tools, techniques and principles you may have not known or forgotten about.

CS:GO Prop Statics Are Black and Don’t Light Properly [Solved] - Wildfire Update

Wildfire update (Feb. 2016) introduced an error of black prop_static when compiling your map. Here is how to fix it.