CSGO map ports for Garry's Mod

Thanks in large part to this thread and literally years of fumbling around in Hammer alone or with partners, I’ve finally more or less mastered the art of converting maps from Counter-Strike: Global Offensive to the Garry’s Mod engine.

I’m still in the process of porting them, which is a very long one considering the number of maps and the different issues that can be encountered on any one of them. So I’m making this thread to easily keep track of what’s been done, what’s being done, what will be done and what may be done.

If you have any questions or remarks or criticism or ideas, feel free, I’m open to all suggestions. Even if you want me to port a map just for you, I’ll try.

Condensed gallery:

http://images.akamai.steamusercontent.com/ugc/100602422413000806/0A9AE7FFED5A85B5FE2CF3AE6F4E38AF3ECE9E2D/[/t] [t]http://images.akamai.steamusercontent.com/ugc/100602839652269297/6D0B0723D113AECACF3437AED7F1C78D968DF736/[/t] [t]http://images.akamai.steamusercontent.com/ugc/100602839659308339/B923B93383BC424367133427A3CAA930B9CC0761/[/t]

[t]http://images.akamai.steamusercontent.com/ugc/100603056089005069/FEBBAAE62522B9B63F825EEE86A7D121EF6D5F09/[/t] [t]http://images.akamai.steamusercontent.com/ugc/100603056093893900/62262985E1AC9A2022382EF1F1EB74D62C5D32EB/[/t] [t]http://images.akamai.steamusercontent.com/ugc/100603562875031434/78FC758A7D691F34DD3A6DA4A3F10A9B66D4B760/[/t]

[t]http://images.akamai.steamusercontent.com/ugc/99478222108251054/C67ADD68A17EF8DB8B54DEBF4447CAC7ECD29EB5/[/t] [t]http://images.akamai.steamusercontent.com/ugc/91597306688290714/3456BA112882179167B4E9BD5F344C92D0632815/[/t] [t]http://images.akamai.steamusercontent.com/ugc/91597306696986097/6A95170AF52A66FF667321DD6780702C611098D8/

Released so far:

Official maps

de_aztec (stand-alone version available)
de_bank (also available in extended, stand-alone, TTT-ready version!)
de_dust2 (stand-alone version available)
de_inferno (new) (content available in separate packs)
de_inferno (old) (content available in separate pack)
cs_italy (stand-alone version available)
de_lake (stand-alone)
de_safehouse (stand-alone)
gc_rialto (stand-alone)

Workshop maps

cs_insertion (stand-alone)
de_shipped (stand-alone)
de_tulip (stand-alone)
de_zoo (stand-alone)

Coming soon:

Militia. I will be merging the old and the new, for a map bigger than ever!

Coming eventually/hopefully

  • Variants of the maps released so far aimed at scene making or roleplaying.


Where are the maps in game?

  • My map ports all have the suffix “_csgoport” attached to the original map name from CSGO. For instance: de_dust2_csgoport.

Do I need CSGO to play these maps?

  • Depends on the map. For my newer releases, I’m trying to make a version that doesn’t require CSGO, either in stand-alone form (bsp + all content in one addon) or in packs (that need to be downloaded on top of the map itself).

I found this glitch in your map!

  • My maps are sometimes far from perfect. Cobblestone for instance has many issues. Look if your glitch isn’t already in the “Known Bugs” section of the Workshop description, if not tell me about it. CSGO is on a very different branch of the Source engine, and I’m not sure if every glitch can ever be fixed, but despite me not being a Hammer expert, I’ll do everything to make them perfect. If you want to help with this, I could certainly use you!

Do you also do custom/Workshop maps?

  • I can and I want to, but I won’t publish a port of one of those maps without the consent of its original maker.

Will you port all CSGO maps?

  • I can’t promise that, unfortunately. So far, the new Nuke has proven impossible to do: it completely obliterates every set limit from the old Hammer. I may however release it in 2 parts, but it’ll take a tremendous amount of effort. Some other maps will not be possible to make either because of limits, but if they can be worked around, I’ll try to make it work.

Say, those look like dynamic shadows in your screenshots…

  • They are. I’m using many prop_dynamic props to replicate the effect of shadows from CSGO. It’s very limited, but it does look good most of the time, and its impact on performance is negligible as far as I can tell.

So you hit entity limits for nuke?

Not just entities, every limit. Brush limit, overlay limit, the whole thing. Valve really outdid themselves with that one.

CSGO Hammer does have higher tolerance than older Hammer, and thus some maps are not gonna be doable. For instance, I also hit the brush limit on de_coast, so that one will have to be split (which I’ve already managed). The new de_inferno goes over the overlay limit by 200 or 300, so the only way for me to fix that is to turn those overlays into decals. Won’t be easy without altering the look much.

With or without this?


Could it be what I’ve been looking for? If so you’re an absolute lifesaver.

I’ll check it out tomorrow.

I tried porting csgo stuff a while back, but the limits of hammer just infuriated me.
De_Train (the new one) also goes over the decal limit.

Please tell me you plan on porting Cruise at some point. I have wanted that map in Gmod since forever. There’s an SFM version but not a Gmod version.


EDIT: These maps are also on my list





I’ve already ported Cruise for my personal use, I’ll release when I get the author’s permission. Same with Santorini.

Haven’t tried St. Gellert, Castle or Resort yet. But at least you know Santorini and Cruise can be done. Sometimes simple maps get very hard to port for stupid reasons, like Empire.

Ah, thank you for the feedback. Good work so far, keep going.

Keep up the good work mate. I love what you are doing.


For the first time (as far as I know anyway), Infernew is coming to Garry’s Mod!

http://images.akamai.steamusercontent.com/ugc/99478222108251934/1533EAF1B06ED43E69C3A87FEB8E806437DAF9EF/[/t] [t]http://images.akamai.steamusercontent.com/ugc/99478222108254981/4705F33B394734D1818FDC4364AF1991D07B764A/[/t] [t]http://images.akamai.steamusercontent.com/ugc/99478222108252600/CF2A0D7745F616AABD217EE8B3D21A64AED18CFE/

It has taken me many, many hours of fixing and testing but I’ve finally made it and it’s great. It’s practically bug-free and as close to the original as can be. I wish I could optimize it better though, but that’s gonna be too hard.

And the best thing is, that anyone can enjoy it! I’ve released two packs that contain everything needed to run the map in Garry’s Mod, without any other game! Even the sounds are included. If you have CSGO though, just download the main map, no need for those packs.

In other news, I’ve also released a version of de_dust2 that doesn’t require CSGO.

My next map will be old Inferno since it’s worth porting (properly). I’ve done it before, it’s easy as pie, nowhere as challenging as Infernew. Whew.

Great stuff. So what will you be working on next?

As written just above your post, old Inferno is next, then Italy. Still doing them in alphabetical order.

Resort is pretty difficult to port to SFM and Gmod. For me that is. Lots of entities needed to be removed.

I haven’t tackled Resort yet, and won’t be any time soon either. I assume there are too many overlays?

Yeah, and also, Canals is impossible for me to load in SFM. The map compiled but it crashes every time i load it.

Compiled 1 small part of the map before and it loaded. I think it has sth to do with the amount of entities thrown into the map design.

Overpass would be brilliant

It will come. The whole project is kinda on a hiatus now, work takes a lot of my time but I’ll be on some long holiday soon.

Have a nice holiday

By the way thanks to Havok’s Custom Map Compilers I might be able to compile maps that have too many overlays to be compiled with the old VBSP (which is a lot more common than expected since CSGO has higher limits). So yeah, it should be good.