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The Whole Half-Life
Level design resources for GoldSource, Source, and beyond
Featured map:
Bridge the Gap 2.0
by
UrbaNebula
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Category: Intermediate Tutorials
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Category: Intermediate Tutorials
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Subcategories
Tutorials
(100)
Goldsource Tutorials
(84)
Mapping
(66)
Textures
(10)
Modelling
(6)
Programming
(3)
Source Tutorials
(15)
Audio
(3)
General Tutorials
(1)
Pages in this category
Tutorial: (Almost) correct detail textures for upscaling WAD textures
Tutorial: Adding Atmosphere
Tutorial: Adding Glass to Doors
Tutorial: Advanced Terrain Creation
Tutorial: Airlock system (that works in multiplayer)
Tutorial: ambient_generic
Tutorial: Animating Models
Tutorial: Basic Voice Acting
Tutorial: Changing Hammer's splash screen
Tutorial: Changing Levels
Tutorial: Client sided dynamic lights (muzzle flash, flashlight...)
Tutorial: Coding NPCs in GoldSrc
Tutorial: Combine Dropship
Tutorial: Counter-Strike mapping
Tutorial: Create a working battery with light
Tutorial: Creating blend textures for Displacements
Tutorial: Creating caves using Displacements
Tutorial: Creating Overviews
Tutorial: Custom Skyboxes for Goldsource
Tutorial: Custom Textures
Tutorial: Customising the HUD colour
Tutorial: Dark Outdoor Maps
Tutorial: Dead NPCs for HL1 and CS
Tutorial: Decals: All You Need To Know
Tutorial: Detailed Textures in Half-Life
Tutorial: Detailing Maps
Tutorial: Doors
Tutorial: Editing Half-Life Models
Tutorial: Elevators using func_train
Tutorial: Environment
Tutorial: Equipping Weapons in CS
Tutorial: Evolving Grass
Tutorial: Fans
Tutorial: First XSI Model
Tutorial: Flame Effect
Tutorial: Glass
Tutorial: Globals
Tutorial: Going from J.A.C.K. to TrenchBroom
Tutorial: Grunts and Guns
Tutorial: Half-Life directories
Tutorial: Hallways
Tutorial: Importing Models and Textures
Tutorial: Introduction to Colour Correction
Tutorial: Introduction to Ricochet mapping
Tutorial: Keys
Tutorial: Ladders
Tutorial: Land Mine Effect
Tutorial: Laser and Beam Effects
Tutorial: Light
Tutorial: Making a working plug and combine generator
Tutorial: Making Custom Sounds
Tutorial: Map Layout Theory for CS
Tutorial: Materials.txt
Tutorial: More Complex Triggers
Tutorial: Mortar Madness
Tutorial: Multi_manager
Tutorial: Multi_manager Looping Made Easy
Tutorial: Multisource
Tutorial: NPC Scripting Basics
Tutorial: Palette.lmp file (To do - not yet written)
Tutorial: Perfect Timing with Doors
Tutorial: Radar locations in Counter-Strike: Source
Tutorial: Random entity triggering
Tutorial: Re-texturing Models
Tutorial: Reducing Clipnodes with zhlt_usemodel Templates
Tutorial: Render Properties
Tutorial: Rescaling Prop Models
Tutorial: Retina Scanners and Other NPC-Only Locked Doors
Tutorial: Rope, Waterfalls and Dripping Water
Tutorial: Rotating Billboards
Tutorial: Scripted Sentences
Tutorial: Scripted Sequences
Tutorial: Scripting with sequence files
Tutorial: Security Cards
Tutorial: Setting up a Mod: Addendum
Tutorial: Setting up a Mod: Part 1 - Custom Game feature
Tutorial: Setting up a Mod: Part 1 - Mod directory and liblist.gam (Steam)
Tutorial: Setting up a Mod: Part 2 - Splash Screens
Tutorial: Setting up a Mod: Part 2 - Splash Screens (Steam)
Tutorial: Similar to the effect of gradient transparency
Tutorial: Skewing textures in Hammer
Tutorial: Sound Effects for Textures (materials.txt)
Tutorial: Soundscapes
Tutorial: Source Custom Materials
Tutorial: Source Modelling Setup
Tutorial: Spiral Staircase
Tutorial: Stairs
Tutorial: Tankrockets
Tutorial: Teleporters
Tutorial: Texture Application
Tutorial: The Osprey
Tutorial: Titles.txt
Tutorial: Trees
Tutorial: trigger_camera
Tutorial: Unpluggable TV
Tutorial: Using Sprites
Tutorial: Vending Machine
Tutorial: Vertex Manipulation Intro
Tutorial: Vis Groups
Tutorial: Water