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Yea, I though about this too, but man, I am way to lazy for that.
CS:GO is already released...
https://developer.valvesoftware.com/wiki/Getting_Started
What is the point of your post? I know how to start the Hammer Editor...
Thanks for that hint, after I refreshed the SDK Content it was there :D
The link on the bottom of the page links you to a page on how to make your first map, i guess you missed it.
Here's a more specific link: https://developer.valvesoftware.com/wiki/Your_First_Map
Uh, I know how to make one and I already did, I just wanted to know who else is into levelmaking.
Tips anyone?
(I am a HL2 mapper)
When working on the insides of buildings have a focus point. In hotels try to put the focus around the front desk, in shops try to put focus on mannequins and certain items on display.
[Slight Spoilers for Half Life 2 Episode 2]
For example, in half-life 2 episode 2 when you enter the bunker base, the emphasis is on the small group of people talking. Everything else in that area is simplistic (except for maybe the guys with crates behind the fence). Also note the emphasis on the door to the next area.
Good level design is having your player subconciously focus on the deliverance of a room rather than what is entirely in the room.
Gabe has talked about how in Portal 2 they put alot of thought into how to guide the player through an area without actually hinting away too much. Otherwise keep it simple, basic designs can work great (i.e. Episode 2 the room with the corpse and its shotgun when you're travelling with vorti).
Link if your curious: http://forums.tf2maps.net/downloads.php?do=file&id=5191