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How to Make a Bunny Hop Map

#1
Information 
How to make a bunnyhop map in counter-strike
by Hymns For Disco

This guide is under development and will be updated over time

This guide is going to to explain how you can design, create and publish a bhop_ map for counter-strike

I'll break it down into the steps that I follow to create a map.



This thread can act as an AMA for anyone who has specific questions about bhop mapping, or questions that apply to mapping in general.


*These steps are not necessarily in order*


1.  Choosing a name
This step is not necessary to do first, but it is important, and there are some important things to keep in mind that many mappers overlook.  Here's a list of things you'll need to remember to do yourself and the community a favour
  • You can choose to self title your map, but only do this if you think the work is good enough (You dont want to be known for your self titled piece of trash)
  • Keep in mind that maps with the same name will cause confusion and file errors, so always check to make sure no one has taken the name you want.
  • Don't choose an epic name if your map is not going to be epic (Don't create a 10 second dev-textured pile of crap and name it bhop_spirit or bhop_epic or bhop_genesis)
2.  Choosing a design theme
When you make a map, you need to know how you are going to design it.  When choosing your aesthetic design theme, you should think of how to apply the following elements
  • Texture usage
  • Brush shape
  • Lighting
  • Sound
  • Atmosphere
  • Particles
  • Props
A successful map will use many to all of these elements in their design theme, but beginners usually only use the first 2 or 3.

When choosing your gameplay theme, you should keep in mind the following factors
  • Difficulty of jumps
  • Length of checkpoints
  • What style your players will be using Will the map be autobhop only, or will scroll be possible too?
  • Accessability and difficulty scaling.  Will your map have a high entry level for skill?  Will the stages get more difficult?
  • Originality of gameplay.  How will the gameplay be different from the norm?  If you want to be taken seriously, just pasting squares won't cut it!
  • Use of special gameplay elements (Low gravity, boosters etc.)
***It is important to not that a great map will create the design and gameplay theme in synergy, making them both stronger***  This means you should be thinking how the platforms will physically and aesthetically fit into the aesthetic map you are making.

3.  Getting the programs you need

To actually create your map, you will need to use several programs
  • The CSGO SDK - This can be installed in your steam library in the "Tools" section. (Counter-Strike: Global Offensive - SDK)  You will be using the hammer editor to create your map.
  • VTFedit - This will allow you to create custom textures VTFedit link
  • Pakrat - This will allow you to pack custom assest into your map file such as textures.  THIS IS NEEDED IF YOU ARE USING ANY CUSTOM ASSETS Pakrat link
    Optional but reccomended:
  • Gimp -  Free image editor with many useful editing capabilities.  I use this for modifying raw images for use as textures  Gimp link
  • BSPsource - This program decompiles a .bsp file into a .vmf file that you can open up in hammer editor BSPsource link
  • GCFscape -  This program can open up a .bsp file and extract the packed assest such as textures.  If you are using someone elses textures, ask permission and give credit when you publish.  GCFscape link
4.  Creating your map in the hammer editor

Now you must actually create your map.  Open the CS:GO SDK and launch the hammer world editor.  This portion of the tutorial will assume a simple knowledge of the main tools in the editor.  You can learn this quickly on your own or watch some tutorials.

Functional Elements


Checkpoint/Teleport system
The most important functional part of a bhop map.  Nearly every map will use this.
Creating a checkpoint is very simple, but can be taken to extremely high levels.  Any basic checkpoint will need 3 elements
1. Safezones
2. Teleporters
3. Teleport destination

Safezones:
Safezones can be as simple or as complicated as you like.  All you need is an area for the player to stand on.  Most basic maps will use big square blocks.  The distance between the safezones you place will determine the length of checkpoints and the complexity of jumps you can create in between.  Generally, checkpoints will get longer as the map progresses.

Example of safezones
[Image: NWRi65b.png]

Teleporters:
Teleporters are essential to any basic checkpoint, and you will use them countless times throughout a bhop map.  When creating the teleporter for a checkpoint, you will need to create a block which stretches from the front edge of a safezone, to the back edge of the next, as well as spanning from wall to wall to cover all floor space.  Additionally, you will need to make sure the level of the teleporter block is below the level of the safezones and platforms.  When your block is properly fit to your checkpoint, set its texture to tools/trigger.  Now with the block selected, tie it to the entity trigger_teleport.  In the entity properties, set the remote destination to whatever you would like the checkpoint to be called.
[Image: 7IZWvlh.png]

Example of safezones with teleporters
[Image: 6XmPLa1.png]

Teleport destination:
Using the entity tool, place the entity info_teleport_destination on the starting safezone.  Rename this destination to whatever you set the remote destination to for the checkpoint.  When placing the teleport destination, there are a few things to keep in mind
  • Don't place it too close to the previous level.  Players dont want to get sent back a checkpoint when they fall.
  • Do not place the teleport destination directly on the ground.  You will want to leave a gap of about 16 units or more from the ground.  This makes it so that players will not lose all of their speed when they get reset.
  • Angle the destination to be facing towards the proper checkpoint.  If it is not, players may get disoriented when they get teleported.
  • [Image: AwOK7a6.png]
Example of safezones with teleporters and destinations
[Image: Mtkb6e8.png]

These are extremely basic checkpoints, but you can make expand these 3 elements to be as complicated as you would like.  Originality without adversly affecting gameplay will set you apart as a skilled mapper.

Bhop Trigger/Filter prefabs
These are what will force players to jump on your platforms instead of letting them walk.
Installing the prefabs:
  • Download the prefabs from the link here (.rar) or here (.zip)
  • Place the .vmf files into the directory Steam\steamapps\common\Counter-Strike Global Offensive\bin\prefabs
  • To place a prefab in the editor, use the entity tool.  Near the bottom right of the screen, change the category to Prefabs
  • [Image: WXK3KUb.png]
  • The entity tool will now place whichever prefab you have selected when you click.
Using the prefabs correctly in your level:
  • To make the bhop triggers/filter work in your level, you will need to place the prefab bhop_trigger_prefab_filter once anywhere in your level (Don't place more than once, it's not necessary)
  • Place the bhop_trigger_prefab on top of your platforms.  This is what will actually teleport the players when they stand still.
  • The prefab is made up of two triggers.  When you place the prefab, you will need to use object mode to select the bottom trigger and change the remote destination to the correct checkpoint.
  • [Image: InvyS3j.png]
  • Use group select to move the 2 triggers together again.
How to place the bhop triggers in your map:

When placing the bhop triggers in your map, there are 2 main methods you will likely use.
1.  Placing 1 copy of the bhop trigger prefab per platform
2.  Using 1 copy of the bhop trigger prefab to cover many platforms, or an entire checkpoint
The second method is oftent the easiest and is the most efficient method, so try to use it the most.  However, sometimes the first option is necessary to properly place the triggers in your checkpoint.

Example of the first method.  Note that in this case, this strategy is necessary since each platform is at a different elevation
[Image: AzLtPFX.png]

Example of the second method.  In this case, each platform is at the same elevation so 1 copy of the prefab can easily cover all of them.
[Image: tuFFBJV.png]

TIP:  When using the first method, create a single platform with the bhop triggers on top and group them.  Then holding shift, click and drag to duplicate it in your checkpoint.
TIP:  If you are rotating platforms, particularily with the first method, always place the triggers on the platform first and rotate them together.
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#2
It's amazing as it is that you took the time to make a guide. Nice job man.
[Image: NJpudMR.jpg?1]
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#3
Nice start to the tutorial :> It would be cool to see some screenshots as well for some of the entity work.
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#4
This is actually really well done. Good job
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#5
Updated tutorial.  There should now be enough information for someone to make a simple map with multiplayer bhop triggers.
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#6
Wow, you actually added a lot of effort into that tutorial. Great job, clean and easy to follow.
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#7
Very Detailed Guide, maybe even sticky material!
#MakeMinigamesGreatAgain
[Image: giphy.gif]
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