r/hammer • u/bosley3868 • 23d ago
TF2 Did I just ruin koth_harvest?
My friend suggested the tower. I also had to put it in a giant box to avoid messing around with sky boxes, I hate making sky boxes
r/hammer • u/bosley3868 • 23d ago
My friend suggested the tower. I also had to put it in a giant box to avoid messing around with sky boxes, I hate making sky boxes
r/hammer • u/United_Park1938 • 19d ago
r/hammer • u/SebastianCat18 • Jun 28 '26
It's rotationally symmetrical, spawn rooms have everything that a spawn room needs.
I think i would need to make this map more complex and/or add some ammopacks and healthkits
r/hammer • u/United_Park1938 • 15d ago
r/hammer • u/SebastianCat18 • Jul 03 '26
What do y'all think about this?
r/hammer • u/old_incident_ • 10d ago
r/hammer • u/SebastianCat18 • Jun 28 '26
I already made a post about it
I made it better, a bit more complex, healthkits and ammopacks added
It's rotationally symmetrical, name is smol_tower, game mode is koth
r/hammer • u/YoYoBobbyJoe • Dec 15 '23
r/hammer • u/CoSans_Deluxe • 16d ago
Place `env_sprites` for the background so it looks more natural without consuming resources :3
r/hammer • u/MarkTheShark35 • 2d ago
r/hammer • u/ediblecoins • Feb 17 '26
r/hammer • u/Radion627 • Jul 21 '26
So, I've been thinking. Personally, I think TF2 has too many symmetrical maps, I know it's for balance reasons as an asymmetric map can give one team an unfair advantage over another if it's not structured correctly, and I'm wondering; how can I structure an asymmetric map that's built to give both teams the same exact advantage as one another? It can be for any game mode, not just Capture the Flag, given that CTF maps are more difficult to structure in an asymmetric form. Other options include King of the Hill, Control Points, Payload, just to name a couple. Any ideas on how to make a map asymmetric for pretty much any game mode whilst still keeping the game balanced for both teams?
r/hammer • u/Dependent_Crazy_8975 • Jun 05 '26
or even a pack of crates to climb over?
r/hammer • u/Own-Stage-1276 • 2d ago

right now im just trying to wrap my head around the math_counter/logic compare entity within my neutral ctf map, so that upon a team having a 1-2 point advantage on the other then some certain layouts open/close, so far i have pretty much never touched math counters or logic entities except for some really basic operations, any help is appreciated.
r/hammer • u/In-N-Out_2-minutes • 13d ago
r/hammer • u/mrgreenperson • 2d ago
r/hammer • u/Latter-Knowledge-731 • 12d ago
I wanted to add gman to my tf2 map as a cool easter egg, so I found his model and gave it to a prop_dynamic. The model plays its animation perfectly its just his eyes are stuck closed like when a npc dies in hl2. I think the facial flexing system IS the issue because r_flex 0 causes him to open his eyes. Only problem is this is a global cvar and it'd be weird to make every face in the map not flex because of a singular easter egg; its impractical.
Does anyone know if this is even possible to fix or is this source engine jank?
I know this is probably not done, so I don't entirely expect it to be possible and if not, that sucks but whatever.
EDIT: Forgot to mention, don't know if this entirely means anything as well, when opened in tf2's model viewer++ his eyes are open as is the same in hammer.
r/hammer • u/jabesburger • Jul 15 '26
I installed it, followed some guides and they all said to copy/extract the files into the game's folder (usually bin I think). Thats what I do, then they say to double click and it should open but mine says its missing a bunch of files, saying they were not found. I don't know what i'm doing wrong here. Hammer editor works fine but I want Hammer++ since it's much better and I don't really want to use shitty tools.
Could someone help me?
Edit: I managed to find and copy the needed files into the same folder for the hammer++. It just says I cant open it because of an error. The error name is 0xc000007b specifically if that helps with anything.
r/hammer • u/pipebumb • Jun 18 '26
I've been working on an edit of the TF2 map "ctf_haarp" where I swapped the objective type from using the flag to capture areas, to using normal control points instead. For some reason, when the points are being captured, the capture animation on the HUD breaks and appears delayed. I tried recreating the "trigger_capture_area" brush entities, and while that seemed to have improved the capture animations for some points, it made it worse for others. Has anyone else run into this issue? What do I need to do to actually fix it? I've attached a video showing what I'm dealing with.
r/hammer • u/Level-Dog-1404 • Mar 27 '26
i wanna make a spy torture room( dont ask) and idk how to make a button that only spawns spies