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The Whole Half-Life
Level design resources for GoldSource, Source, and beyond
Featured map:
dm_alpestrine
by
Rimrook
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Tutorial: Source Modelling Setup
Tutorial: Spiral Staircase
Tutorial: Stairs
Tutorial: Steam mod icon
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 packing (and non-packing) of bodygroups and skin groups in GoldSource models
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: View bobbing: Part 1
Tutorial: View bobbing: Part 2
Tutorial: Vis Groups
Tutorial: Volumetric Lighting
Tutorial: Water
TWHL API Documentation
TWHL Archiving Project
TWHL Community Collaborations
TWHL: Editing the Wiki
TWHL: Site history
TWHL: Site Rules
TWHL: WikiCode Syntax
VERC: .MAP to .DXF Conversion
VERC: 'Glowing' Texture Lights
VERC: Accessing the Half-Life Console
VERC: Adding muzzle flashes that also light up world brushes
VERC: Adding new monster factions
VERC: Adding New skill.cfg Entries
VERC: Adding Single-Player Weapons to Half-Life 2