Source 2 Map Porting Pitfalls

Опубликовано: 12 Май 2026
на канале: ShyStudios
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AKA Why YOU SHOULDN'T Port Maps to Source2!!
Some tips and advice on the problems that you may encounter with the various methods of porting a level from source to source2. I also port rp_hogsmeade_sbs to source 2 to see how broken everything is (a LOT of stuff is broken)

I'd say if you have a simple map with no complex texture stuff or logic going on AND you only want to do a DIRECT port with no modifications besides fixes required to get the map to work, then the usebsp option might be your best bet
on the other hand if you maybe don't want to direct port, but want your old map for reference to build an entirely new map, then the non bsp import options may be better.

For a real life example, a map I am slowly working on (starbright university) would be better off imported via the non bsp options. This is because the entire map is designed with good technique in mind. It also is not able to be compiled to a bsp at the moment due to the number of complex brushes, so bsp isn't an option at all yet.

One BIG benefit to NOT using the import script that I didn't directly mention in the video is that you DO NOT NEED csgo or any other game installed to just open a vmf directly.

python3 version of import script: https://github.com/andreaskeller96/cs...

(the audio on this is kinda bad i need a new recording setup)

00:00 - Intro
02:46 - import_map_community script
04:33 - Dealing with pre existing assets
06:27 - Replace CSGO assets with CS2 assets
10:32 - Importing Level Geometry
15:27 - SCALE
18:12 - Problems with a REAL level
23:18 - Outro