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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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Pages that link to
func_door
bounding box
Brush Entity
Entity Flag: Not solid/Passable
Entity Programming - Overview
func_button
func_conveyor
func_door_rotating
func_ladder
func_water
momentary_door
momentary_rot_button
Monsters Programming - Node graph system (part 1)
Reference: Entities, angles, avelocity, and origin
RUST: Creating Proximity Doors
RUST: Simple Doors
Tutorial: Airlock system (that works in multiplayer)
Tutorial: All about info_nodes
Tutorial: Choreographing World Happenings with Sequence Events
Tutorial: Doors
Tutorial: Multisource
Tutorial: Permanently locked doors
Tutorial: Render Properties
Tutorial: Retina Scanners and Other NPC-Only Locked Doors
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)
VERC: Doors With Glass
Pages that are linked by
func_door
bounding box
Brush Entity
func_button
func_door_rotating
func_pushable
game_team_master
info_null
multisource
trigger_multiple
Tutorial: Adding Glass to Doors
Tutorial: Doors
Tutorial: Perfect Timing with Doors
Tutorial: Permanently locked doors
VERC: Doors With Glass
Vlatitude: Advanced Doors Tutorial
Vlatitude: Basic Doors