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The Whole Half-Life
Level design resources for GoldSource, Source, and beyond
Featured map:
dm_hydroelectric
by
Jessie
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VERC: Adding User Variables to Half-Life
VERC: Advanced r_speeds Control
VERC: Angular Velocity and Rotating func_trains
VERC: Animated buttons in Half-Life
VERC: Another Way To Make Those Cute Lil Houndeyes Not So Cute
VERC: Basic Spawn Protection for Day of Defeat Maps
VERC: Basic Teleporter with Effects
VERC: Basing one monster class off another
VERC: Beheading Zombies
VERC: Better Sprites With Env_Beam
VERC: Big List of Single-Player Mapping Tips
VERC: Blue-Shift setup and mapping guide
VERC: Bump Mapping in Half-Life
VERC: Carving responsibly
VERC: Chairs, Scientists and Barneys
VERC: Coded Fabrics
VERC: Coding Style
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 Sniper Rifle in the 2.2 SDK
VERC: Creating A Usable And Destructible Mortar
VERC: Creating a Vampire gamestyle
VERC: Creating New Weapons in the 2.2 SDK
VERC: Creating Skies with Terragen
VERC: Creating Your First Character
VERC: Custom Decals
VERC: Custom Lightstyle Generator v1.0
VERC: Customizable Hud Color
VERC: De_Torn: Interview with Crinity and Madcross
VERC: Design Inspiration
VERC: Detail textures in Half-Life
VERC: Detail vs. Design (part 1)
VERC: Detail vs. Design (part 2)
VERC: DOD gun penetration
VERC: Door With Turning Handle
VERC: Doors With Glass
VERC: Dynamic Lighting
VERC: Dynamically Resizing Models
VERC: Elevator No. 2
VERC: Elevator With Moving Buttons
VERC: Embedding Textures into a Map
VERC: Event System in SDK 2.2
VERC: FatBoy Mode