Hammer++ : Exposing Hammer's Shitness



You’ve played CS:GO’s maps. Now see how the poor mappers made them. Get Hammer++ here: https://ficool2.github.io/HammerPlusPlus-Website/
0:00 – Hammer++
1:04 – Real-time lighting
3:10 – Fog
3:38 – Skyboxes
4:45 – Rope physics
5:19 – Particles
6:40 – Placing things in your level
7:13 – Sprinkling lots of props
8:00 – Putting props on the ground
8:22 – Physics tool!
9:25 – Hammer can’t count
10:00 – Other
10:16 – Conclusion

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49 thoughts on “Hammer++ : Exposing Hammer's Shitness”

  1. Gonna say this guys

    2007 hammer master race
    i learned it all from studying every zombieAtcomputer tutorial on interlopers, made maps that ran on a server for years (mallofthedead). you can see my demos on my channel.

    optimization for entity counts is literally the endgame for mappers, u almost have to cheat the engine for desired effects.

    If youd like crash corses on mapping check out my mapping tutorials

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  2. That's amazing stuff!
    Now I hate CS, but this could be used for other HL-stuff after all.

    I remember using.. was it Hammer for HL1 as well? Frustrating times indeed.
    Jumped to Unreal Editor with UT and just, loved it pretty much.

    This makes me wanna learn Hammer++ and make something cool.

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  3. 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

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  4. @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

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  5. > Notice it's not just not one plus, but two, to indicate just how much bet-
    Let me stop you right there. Putting two pluses after something to indicate a new or better version something is just a thing programmers do. It originates from the C syntax for increasing a number by 1, and was popularized as a naming convention by Bjarne Stroustrup with C++.

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  6. bruh it takes me back in the day how i used to try fix my map for a month cause of lighting issues since its gmod dark rp map it takes a lot of time like holy shit this guy is legend who made it.

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  7. Does it support Garry's Mod? I remember trying more up-to-date hammer versions back in the day to get rid of some annoying bugs but the maps wouldn't load anymore because the bsp version was too high for gmod to run.

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  8. being a longtime user of hammer ( when it was worldcraft back in 2000 ) and now using unreal 4/5. this is actually pretty darn cool makes you really wonder its just things you take for granted in modern editors

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  9. tbh, the original hammer was made for old ass games. I doubt Valve has worked with that same editor for newer CS:GO maps. I think they used Source 2's hammer for that and then ported it to 1? Not sure.

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  10. There was a period where i was mapping for quake and gz doom. I got 2 maps done for doom, since lighting was simple to see in action, and even if it was a real light, it was active, but most lighting was fake.

    When i came around to quake, it was just like doom, but now i had 3 real dimensions to work with, but that also came at the cost of time it would take to render and test a level.

    I loved experimenting with the lighting and seeing what i would make, like a TV in a dark room, illuminated by the TV itself, but my patience fell gradually, and so i put it down, aometimes coming back to maybe make a crate of a barrel here and there, but it was mostly over. My workflow is based on convenience, and if i have to do 100 things to do a single thing, it'll feel like im constantly facing resistance, and I can lose interest in it. Maybe i should have a go with hammer++

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  11. 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!

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