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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: Mapping
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Category: Mapping
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Subcategories
Tutorials
(269)
Goldsource Tutorials
(153)
Entity Guides
(2)
References
(2)
Archived Articles
(145)
RUST Archive
(15)
Images Required
(38)
Examples Required
(45)
Modding
(1)
Textures
(2)
Beginner Tutorials
(35)
Source Tutorials
(19)
Intermediate Tutorials
(66)
Advanced Tutorials
(19)
General Tutorials
(4)
Modelling
(2)
Audio
(1)
VERC Archive
(78)
VERC - Half-Life
(55)
VERC - mapping
(71)
VERC - general
(12)
VERC - Day of Defeat
(5)
Requires Examples
(1)
VERC - Half-Life - Blue Shift
(1)
VERC - Half-Life 2
(1)
VERC - editorial
(3)
VERC - Spirit of Half-Life
(1)
VERC - Worldcraft-Hammer Editor
(3)
VERC - Half-Life - Opposing Force
(3)
VERC - documentation
(1)
Vlatitude Archive
(52)
Pages in this category
Explanation: Why brushes can't be concave
Reference: Entities and their models
Reference: Entities, angles, avelocity, and origin
RUST: Big Block Method of Error Finding
RUST: Chairs, Scientists and Barneys
RUST: Code Locks
RUST: Creating an Overview
RUST: Creating Environment Maps With Terragen
RUST: Creating Proximity Doors
RUST: Customizing the lights.rad File
RUST: How to Make a Sphere in Worldcraft
RUST: How to make respawnable glass
RUST: Simple Doors
RUST: Skies
RUST: Skies (2)
RUST: Taming the Speaker Entity
RUST: The BSP Process and Visibility
RUST: Ways to Prevent Leaks
Tutorial: 3D Skyboxes
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: Basic Logic_Compares and Game_UIs
Tutorial: Beam and Sprite Effects
Tutorial: Carving
Tutorial: Changing Levels
Tutorial: Choreographing World Happenings with Sequence Events
Tutorial: Combine Dropship
Tutorial: Compiler charts and limits
Tutorial: Compiling Introduced
Tutorial: Counter-Strike mapping
Tutorial: Create a working battery with light
Tutorial: Creating caves using Displacements
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: Displacements
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: Finding center of rotation from initial and final positions
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 Colour Correction
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 a working plug and combine generator
Tutorial: Making Music Play in Maps
Tutorial: Making Rotating Gears
Tutorial: Map details and misc
Tutorial: Map Layout Theory for CS
Tutorial: Models and lighting
Tutorial: More Complex Triggers
Tutorial: Mortar Madness
Tutorial: Multi_manager
Tutorial: Multi_manager Looping Made Easy
Tutorial: Multisource
Tutorial: New Glass
Tutorial: NPC Scripting Basics
Tutorial: Perfect Timing with Doors
Tutorial: Permanently locked doors
Tutorial: Physics in Source
Tutorial: Pointfiles
Tutorial: R_Speeds
Tutorial: Radar locations in Counter-Strike: Source
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: Seamless Skybox Fog
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: The Tunnel 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: Unpluggable TV
Tutorial: Using models for health/HEV chargers in vanilla Half-Life
Tutorial: Using Sprites
Tutorial: Using Texture Fit
Tutorial: Using the Cordon Tool
Tutorial: Vending Machine
Tutorial: Vertex Manipulation Intro
Tutorial: Vertex Manipulation Part 2
Tutorial: Vis Groups
Tutorial: Volumetric Lighting
Tutorial: Water
VERC: 'Glowing' Texture Lights
VERC: Advanced r_speeds Control
VERC: Angular Velocity and Rotating func_trains
VERC: Basic Spawn Protection for Day of Defeat Maps
VERC: Basic Teleporter with Effects
VERC: Better Sprites With Env_Beam
VERC: Big List of Single-Player Mapping Tips
VERC: Blue-Shift setup and mapping guide
VERC: Carving responsibly
VERC: Chairs, Scientists and Barneys
VERC: Combining Brushes with a Text Editor
VERC: Common Monster Properties
VERC: Compiling 101
VERC: Concepts: Triggers and Targets
VERC: Controllable Looping
VERC: Controlling Turrets Through Cameras
VERC: Cool Looking Dripping Water
VERC: Creating A Locked Door
VERC: Creating A Retinal Scanner
VERC: Creating A Usable And Destructible Mortar
VERC: Custom Lightstyle Generator v1.0
VERC: Detail textures in Half-Life
VERC: DOD gun penetration
VERC: Door With Turning Handle
VERC: Doors With Glass
VERC: Elevator No. 2
VERC: Elevator With Moving Buttons
VERC: Embedding Textures into a Map
VERC: Gib Item List
VERC: Glass and Transparency
VERC: Glowing Sprites
VERC: Got Props?
VERC: Half-Life Dimensions
VERC: Half-Life Editing Tips
VERC: Half-Life Rain
VERC: Half-Life Skys
VERC: Half-Life Teamplay
VERC: Half-Life Unit To Real-Life Unit Conversion
VERC: Hint Brush Tutorial
VERC: How To Create An Airstrike
VERC: How To Make A Pop Machine
VERC: In Depth: Level Transitions
VERC: Invisible Usable Trigger
VERC: Leaks
VERC: Magic Cargo Container
VERC: Making a Territory Control Map
VERC: Mitered Corners: The Undying Myth
VERC: Monster Health
VERC: Motion Blur Effect
VERC: Pitch Yaw Roll Demystified
VERC: Polygon Reduction Methods
VERC: Pretty Effects with Spirit of Half-Life
VERC: Putting Monsters On Paths
VERC: Random Event Generator
VERC: Realistic Steam
VERC: Rendering Properties
VERC: Rotating Lights
VERC: Rotating Objects
VERC: Security Cameras
VERC: Style Guide #1
VERC: Style Guide #2
VERC: Texture Alignment on Curves
VERC: The Advanced Compile Dialogue
VERC: The Art of Ladder Making
VERC: The Bendy Door
VERC: The Hallway
VERC: The Opposing Force Opening Sequence
VERC: The Rustmill Effect
VERC: The X-Ray Effect
VERC: Tips For Faster Compiling
VERC: Top Ten N00b Problems (And Solutions)
VERC: Torching Open A Door (Half-Life)
VERC: Torching Open A Door (OpFor)
VERC: Using Skys in Half-Life
VERC: Using the Clip Tool
VERC: WC Sphere Making
VERC: Weather Effects In Day of Defeat
VERC: Worldcraft 3.3 Tutorial for beginners
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: HL2 - Changes from HL1
Vlatitude: HL2 - Shutters
Vlatitude: HL2 - Simple lights
Vlatitude: HL2 - Water
Vlatitude: Ladder Tutorial
Vlatitude: Level Design
Vlatitude: Level Transitions
Vlatitude: Making domination-style maps
Vlatitude: Monster_generic and Monster_furniture
Vlatitude: Monstermaker Tutorial
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