Why S&Box Feels Complicated ?!

Started by Ethan · 9 months ago · 4 replies · 517 views

#1
Ethan
Member
JoinedAug 2021 Posts1 Score0

Hey everyone,


I wanted to share my thoughts on S&Box and open up a discussion with the community.


For those coming from Garry’s Mod, you know how simple the workflow used to be. You launched Hammer, created your map, compiled it, and bam, you were in the game. You could quickly develop maps, HUDs, scripts… within a few weeks or months, you were already creating something playable.


Now, with S&Box, everything has changed. Even for just making a map, you’re forced to create a full project. You have to set up a project manager, place maps in the correct folder, add player start entities, sometimes create a scene… even if your map already has spawns or props. Hammer is great, probably better than ever, but being fully tied to a project makes the process heavy, complicated, and less accessible. You lose the ability to iterate quickly: map, compile, test, like before.


Maybe it’s because I’m new to S&Box, but this has been a real struggle. In fact, this is at least the third time I’ve reinstalled S&Box because the process feels so heavy and cumbersome. It takes a lot of time just to get the software set up and start working on a map. And I think that’s exactly the problem. If it’s this complicated for new users, it’s a big barrier to entry.


Again, I want to stress: I love the new Hammer. The simulation, physics, lighting, colors, realism—it’s amazing and really impressive. But not everyone wants to create a full gamemode. People like me, who are mainly Hammer developers, just want to make maps, simple, playable maps, without being forced to manage a whole project or addon structure.


And here’s another point: why doesn’t it work like CSGO? In CSGO, you’re using the same Hammer, Source 2, but you can create your map, compile it, and go directly into the game, just like in Garry’s Mod. You don’t have to set up a project, configure a bunch of dependencies, or add player starts manually. That workflow is immediate, intuitive, and keeps the focus on creating and testing. It’s frustrating that S&Box, despite being on the same engine, requires such an elaborate process.


I’m curious to hear what you think. Have you felt the same way? Has anyone found ways to make the workflow faster and more accessible? Let’s share our experiences and see if the community has ideas to make creation in S&Box smoother again.

 (Or maybe I’m just an old fart who doesn’t like change, or maybe I just need some time to get used to it.) 

Thanks in advance for your feedback!
Ethan²
#2
D:
Member
JoinedJun 2024 Posts9 Score195
Can't you simply create a "walker map" project? I think that it even launches you straight into the game if you run map from hammer
#3
Braxen 🐟
Member
JoinedJun 2021 Posts189 Score190
the difference is that there's no base game to play in, you have to make that game yourself or use sandbox/walker etc. garry's mod used sandbox by default.
#4
ninjalionawesome
Member
JoinedApr 2025 Posts1 Score110
I think you are on to something here bud, but with it being open source now I am sure as a community we could come together and make things more simple. Just bring it up in the discord and refer to this forum so we could make workflow a little easier and give a better understanding on what you want and found easy as a beginner.
#5
Igrium
Member
JoinedJun 2023 Posts2 Score80
Every addon project has a base game. I've been using Sandbox as my base to test models, and it works great!
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