Dota 2 (Source 2) Hammer Video

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Thought this deserved a separate thread as it should excite all the mappers out there.

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  • 2y
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    Sim City landscape tool?
  • 2y
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    ew.... I hope they'll not do this to CSGO...

    BRING ME MY HAMMER BACK!
  • 2y
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    > **Posted by KIPPER**
    >
    > Sim City landscape tool?

    Nope, Warcraft 3.
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  • 2y
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    PBR, SSR, foliage optimization... I want to see them in CS:GO tomorrow!

    This update... it doesn't have anything of the above...
    Poland
  • 2y
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    R.I.P real manly hammer editor mappers.
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    You're...pretty good...
  • 2y
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    Isn't this extremely old news? I remember playing around with these tools months ago.

    EDIT: Just realized it is the new Dota 2.... Looks extremely similar to the old Source 2 tools in Dota 2.
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  • 2y
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    > **Posted by N1ckles**
    >
    > Isn't this extremely old news? I remember playing around with these tools months ago.
    >
    > EDIT: Just realized it is the new Dota 2.... Looks extremely similar to the old Source 2 tools in Dota 2.

    It might be to be honest, I haven't been checking out the tools, I just saw the video pop up on Dotas youtube channel and thought it would interest people.
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    Sometimes I'm just not sure
  • 2y
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    Oh god, that massive yet simple theme shift at 10 minutes made me jizz myself. That shit would takes HOURS of work in Source!

    This whole thing is like a 12 minute Source mapper's wet dreaming orgasm.
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  • 2y
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    Really?, some people used to spend WEEKS on mapping on the hammer editor, now it's literally zoo tycoon now?
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    Mantra
    idk what to put here whatever
  • 2y
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    i like it :) but it looks like everyone can build a map now with that
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    Mapper
  • 2y
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    > **Posted by Jesse V92**
    >
    > Oh god, that massive yet simple theme shift at 10 minutes made me jizz myself. That shit would takes HOURS of work in Source!
    >
    > This whole thing is like a 12 minute Source mapper's wet dreaming orgasm.

    This is Source though. Every single part you see is made from a template and mixed/blended together. So, it is tough to get running, but when it works :P
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  • 2y
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    i can make the dick map
    A̶̙̼̮͚ͥͣ̾̌̊͠ ̛̮͖͇͈̪̭ͪͣͯ͒̉͡͡čͭ
  • 2y
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    Now mapping seems to me like in some other engine's SDK and is pretty easy.

    That has some advantages (or not?), but as said above, now everyone can make a map within 5 minutes and that is something I don't like at this.
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  • 2y
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    I don't know if I'm going to use this but I tried the source 2 version of dota today.

    It runs way better than source 1. I also noticed that the camera angle is a little different and higher. Other than that some minor map tweaks.
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  • 2y
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    > **Posted by Arman Ossi Loko**
    >
    > Now mapping seems to me like in some other engine's SDK and is pretty easy.
    >
    > That has some advantages (or not?), but as said above, now everyone can make a map within 5 minutes and that is something I don't like at this.

    5 minutes? You never mapped now did you?
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  • 2y
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    > **Posted by Se7en.**
    >
    > > **Posted by Arman Ossi Loko**
    > >
    > > Now mapping seems to me like in some other engine's SDK and is pretty easy.
    > >
    > > That has some advantages (or not?), but as said above, now everyone can make a map within 5 minutes and that is something I don't like at this.
    >
    > 5 minutes? You never mapped now did you?

    lol I've been mapping for GoldSrc/Source Engine for years. Having a break now.

    Anyway, that "within 5 minutes" was allegorical.
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  • 2y
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    Isn't that a good thing that one is not burden by unnecessary complications to make a map? It doesn't matter HOW the map was made as long as the RESULT is good.
    scat
  • 2y
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    > **Posted by Arman Ossi Loko**
    >
    > > **Posted by Se7en.**
    > >
    > > > **Posted by Arman Ossi Loko**
    > > >
    > > > Now mapping seems to me like in some other engine's SDK and is pretty easy.
    > > >
    > > > That has some advantages (or not?), but as said above, now everyone can make a map within 5 minutes and that is something I don't like at this.
    > >
    > > 5 minutes? You never mapped now did you?
    >
    > lol I've been mapping for GoldSrc/Source Engine for years. Having a break now.
    >
    > Anyway, that "within 5 minutes" was allegorical.

    Allegorical or not you don't just spread misinformation around, specially when all you did (publicly at least) include blocky and easy to make (regardless of the tools used) maps.

    This new hammer isn't going to make that any faster, if any, it's going to be slower, it's more complex and feature rich.

    Just because they showcased a tile based brush (which stinks btw, it's random and not intuitive at all) doesn't mean making functional maps is going to be faster, all they did was prettify the interface and implement some much needed and requests features that any engine out there already delivers far better!

    They did make a killer job at improving the performance of this shitty engine that used to struggle on multi core processors, because god knows why, maybe gaben hates powerful pcs.

    **Reminder:** No hate here, just **ARGUING** (yes many people think that huge wall of text = hate towards someone else), also just a warning because I can compare your post to like going into autodesk's youtube channel and say "Oh now I can make models in 2 seconds!"...
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  • 2y
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    Seems to be nice for games like Dota 2. But the old hammer, with some addons will be good to be added for the sequels of these games: Half life, Counter-Strike and Portal, TF and maybe other.
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  • 2y
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    The features added in Hammer 2 are going to make mapping a hell of a lot easier on all of us. I'm glad BSP hasn't gone away, and now that we have tile sets, you can do prototyping a ton faster.

    The new shader editor is also pretty rad. Most of the syntax is the same, so there won't be much work in the way of adjusting to the new system. I like how you can see your changes in real time now instead of having to reload all the materials or the game, and I'm having a lot of fun messing around with it.

    Overall, this is a much welcome update to what we already know.
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    > **Posted by Jesse V92**
    >
    > The features added in Hammer 2 are going to make mapping a hell of a lot easier on all of us. I'm glad BSP hasn't gone away, and now that we have tile sets, you can do prototyping a ton faster.
    >
    > The new shader editor is also pretty rad. Most of the syntax is the same, so there won't be much work in the way of adjusting to the new system. I like how you can see your changes in real time now instead of having to reload all the materials or the game, and I'm having a lot of fun messing around with it.
    >
    > Overall, this is a much welcome update to what we already know.

    It certainly made things better, but not quicker, noone will instantly turn into FMPONE just because these tools got updated, which most of the community thinks it's going to happen..

    The documentation still sucks a bunch
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  • 2y
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    > **Posted by Se7en.**
    > The documentation still sucks a bunch

    Source's documentation still has a ton of undocumented things even though it came out 11 years ago.
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    > **Posted by taboo112**
    >
    > Isn't that a good thing that one is not burden by unnecessary complications to make a map? It doesn't matter HOW the map was made as long as the RESULT is good.

    True that, but this new editor raises the criteria expected for new maps. Someone who just picked up this editor could make a map better and faster than a veteran, putting the veteran's huge effort into the rubbish.

    How would it be if old GoldSource hammer got displacement's? That would hell of a lot put other new maps (which didn't use them) to shame, as more realistic landscape would raise the bar indefinitely.

    Only bad thing about this new editor that it WILL be limited in some way, as old hammer has MANY possibilities.
    Just like the _Perpetual Testing Initiative_ for Portal 2. Sure you could make it SO easy for your self to make a test chamber, but you couldn't add:
    1. Foliage and overgrown areas
    2. Secret entrances
    3. Certain connections, like a LazerField being disabled when a cube goes near it (not something you would see in the game though).
    And other's.

    This can all be avoided by making instances in the original hammer and importing them into _P.T.I_ Probably the same with this new one, if you can get instances running and imported properly.

    --To be honest the Source 2 Hammer looks pretty better and less limited than _P.T.I_ for example.
    Who wouldn't love making a map without worrying of leaks or any errors?

    --In the end, most people who would wan't to stay relevant and make it easier for themselves would move on, while others would stay either because:

    -They don't want to adapt

    -They don't care

    -They are stubborn and refuse to fall pray to this easier alternative (someone like me)
    You're...pretty good...

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