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The Whole Half-Life
Level design resources for GoldSource, Source, and beyond
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TWHL Tower
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monster_flyer_flock
monster_furniture
monster_gargantua
monster_generic
monster_gman
monster_grunt_repel
monster_handgrenade
monster_headcrab
monster_hevsuit_dead
monster_hgrunt_dead
monster_houndeye
monster_houndeye_dead (Half-Life: Opposing Force)
monster_human_assassin
monster_human_grunt
monster_human_grunt_ally (Half-Life: Opposing Force)
monster_human_grunt_ally_dead (Half-Life: Opposing Force)
monster_human_medic_ally (Half-Life: Opposing Force)
monster_human_torch_ally (Half-Life: Opposing Force)
monster_ichthyosaur
monster_leech
monster_miniturret
monster_nihilanth
monster_osprey
monster_otis (Half-Life: Opposing Force)
monster_otis_dead (Half-Life: Opposing Force)
monster_rat
monster_rosenberg (Half-Life: Blue-Shift)
monster_satchel
monster_scientist
monster_scientist_dead
monster_sentry
monster_sitting_scientist
monster_snark
monster_tentacle
monster_tripmine
monster_turret
monster_zombie
monster_zombie_barney (Half-Life: Opposing Force)
monster_zombie_soldier (Half-Life: Opposing Force)
monster_zombie_soldier_dead (Half-Life: Opposing Force)
monstermaker
Monsters Programming - "Core loop", senses and enemy acquisition
Monsters Programming - Classifications and Relationships
Monsters Programming - Node graph system (part 1)
Monsters Programming - Schedules and Tasks
Monsters Programming - Sounds, smells and the system behind them
Monsters Programming - Standard and Squad Monsters
Monsters Programming - Talkative Monsters (part 1)
Monsters Programming - Talkative Monsters (part 2)
Monsters Programming - The Concepts of Half-Life's AI