The Whole Half-Life
TWHL
Forums
Wiki
Vault
Competitions
Discord
More...
Journals
News
Polls
Members
Go
Go
Login
Email or Username
Password
Remember Me
Login
Forgot Your Password?
Register
The Whole Half-Life
Level design resources for GoldSource, Source, and beyond
Featured map:
dm_undergroundlab
by
The Mad Carrot
Forums
Wiki
Vault
Competitions
Discord
Community
Journals
News
Polls
Members
Login/Register
Remember Me
Login
Forgot Your Password?
New user?
Create an account
Subcategory
See all pages
See all uploads
See all categories
Category: Goldsource Tutorials > Mapping > Tutorials
Wiki
View Category
This is a subcategory page, all pages matching the selected categories will be shown.
Subcategories
Intermediate Tutorials
(58)
Advanced Tutorials
(18)
Modelling
(2)
Beginner Tutorials
(26)
Audio
(1)
Archived Articles
(46)
Vlatitude Archive
(46)
Examples Required
(13)
Images Required
(8)
Pages in this category
Explanation: Why brushes can't be concave
Tutorial: Adding Glass to Doors
Tutorial: Advanced Terrain Creation
Tutorial: Airlock system (that works in multiplayer)
Tutorial: All about info_nodes
Tutorial: ambient_generic
Tutorial: Beam and Sprite Effects
Tutorial: Changing Levels
Tutorial: Choreographing World Happenings with Sequence Events
Tutorial: Compiler charts and limits
Tutorial: Compiling Introduced
Tutorial: Counter-Strike mapping
Tutorial: Create a working battery with light
Tutorial: Creating healing pools like in Xen
Tutorial: Creating Overviews
Tutorial: Dark Outdoor Maps
Tutorial: Decals: All You Need To Know
Tutorial: Detailing Maps
Tutorial: Diagnosing Problems
Tutorial: Dimensions
Tutorial: Doors
Tutorial: Editing Compiled BSPs With newbspguy: The Basics
Tutorial: Elevator Doors that move
Tutorial: Elevators using func_train
Tutorial: Environment
Tutorial: Equipping Weapons in CS
Tutorial: Evolving Grass
Tutorial: Fans
Tutorial: Flame Effect
Tutorial: Gauss penetration and blast damage
Tutorial: Glass
Tutorial: Globals
Tutorial: Going from J.A.C.K. to TrenchBroom
Tutorial: Grunts and Guns
Tutorial: Half-Life Deathmatch mapping
Tutorial: Hallways
Tutorial: Hint Brushes
Tutorial: How to fix those leaks
Tutorial: How to load a map (.bsp file) in-game
Tutorial: In the Beginning Part 1
Tutorial: In the Beginning Part 2
Tutorial: In the Beginning Part 3
Tutorial: In the Beginning Part 4
Tutorial: In the Beginning Part 5
Tutorial: In the Beginning Part 6
Tutorial: Intro to the Tools of Hammer
Tutorial: Introduction to mapping
Tutorial: Introduction to Ricochet mapping
Tutorial: Keys
Tutorial: Ladders
Tutorial: Land Mine Effect
Tutorial: Laser and Beam Effects
Tutorial: Light
Tutorial: Making Music Play in Maps
Tutorial: Making Rotating Gears
Tutorial: Map details and misc
Tutorial: Models and lighting
Tutorial: More Complex Triggers
Tutorial: Mortar Madness
Tutorial: Multi_manager
Tutorial: Multi_manager Looping Made Easy
Tutorial: Multisource
Tutorial: Perfect Timing with Doors
Tutorial: Permanently locked doors
Tutorial: R_Speeds
Tutorial: Rain
Tutorial: Random entity triggering
Tutorial: Realistic Shadows
Tutorial: Reducing Clipnodes with zhlt_usemodel Templates
Tutorial: Render Properties
Tutorial: Retina Scanners and Other NPC-Only Locked Doors
Tutorial: Rope, Waterfalls and Dripping Water
Tutorial: Rotating Billboards
Tutorial: Scripted Sequences
Tutorial: Security Cards
Tutorial: Setting up TrenchBroom for GoldSource games
Tutorial: Setup Guide: Counter-Strike
Tutorial: Setup Guide: Hammer
Tutorial: Skewing textures in Hammer
Tutorial: Spiral Staircase
Tutorial: Stairs
Tutorial: Tankrockets
Tutorial: Teleporters
Tutorial: Terrain
Tutorial: Tetrahedron Terrain
Tutorial: Texture Application
Tutorial: Texture Lighting
Tutorial: The Complete Guide to Lighting
Tutorial: The Osprey
Tutorial: The Shrinking Effect
Tutorial: Tips for Beginner Mappers
Tutorial: Titles.txt
Tutorial: Total Map Optimisation Part 1 (wpoly, epoly)
Tutorial: Total Map Optimisation Part 2 (VIS, Hints)
Tutorial: Total Map Optimisation Part 3 (wpoly, clipnodes, engine limits, compile parameters)
Tutorial: Trees
Tutorial: trigger_camera
Tutorial: trigger_changetarget
Tutorial: Using models for health/HEV chargers in vanilla Half-Life
Tutorial: Using Sprites
Tutorial: Using Texture Fit
Tutorial: Vending Machine
Tutorial: Vertex Manipulation Intro
Tutorial: Vertex Manipulation Part 2
Tutorial: Vis Groups
Tutorial: Volumetric Lighting
Tutorial: Water
Vlatitude: Advanced Doors Tutorial
Vlatitude: Advanced Lighting
Vlatitude: Advanced Triggers Tutorial
Vlatitude: Airstrike a la Crossfire
Vlatitude: Alternative rocks and desert technique
Vlatitude: An Introduction to Lighting
Vlatitude: An Introduction to Triggers
Vlatitude: Basic Doors
Vlatitude: Clip Brush Tutorial
Vlatitude: Compiling
Vlatitude: Custom Menu Art for your MOD
Vlatitude: Customising the Health Packs
Vlatitude: Easy Spiral Staircases Using the Arch Tool
Vlatitude: Elevator Level Transition
Vlatitude: Env_sprite Tutorial
Vlatitude: Fun with monster_grunt_repel
Vlatitude: Func_train Tutorial
Vlatitude: Gensurf Explained
Vlatitude: Glass Tutorial
Vlatitude: Ladder Tutorial
Vlatitude: Level Transitions
Vlatitude: Making domination-style maps
Vlatitude: Monster_generic and Monster_furniture
Vlatitude: Monstermaker Tutorial
Vlatitude: Multi_manager Tutorial
Vlatitude: Multisource Tutorial
Vlatitude: Origin Brush
Vlatitude: Osprey Tutorial
Vlatitude: Patrolling Guards
Vlatitude: R_speeds: speed vs. detail
Vlatitude: Rocks and Cliffs
Vlatitude: Rotating Lights
Vlatitude: Rotating Weapons
Vlatitude: Scripted Sentences
Vlatitude: Scripting Tutorial Part 1 - Overview
Vlatitude: Scripting Tutorial Part 2 - A Specific Example
Vlatitude: Scripting Tutorial Part 3
Vlatitude: Scripting Tutorial Part 4 - the Seesaw of Death
Vlatitude: Sky Tutorial
Vlatitude: Slippery Floors
Vlatitude: Sound Tutorial
Vlatitude: Teleporter Tutorial
Vlatitude: Trigger_camera Tutorial
Vlatitude: Two-way Trigger
Vlatitude: Understanding the Clip Tool
Vlatitude: Water Tutorial