The Whole Half-Life
TWHL
Forums
Wiki
Vault
Competitions
Discord
More...
Journals
News
Polls
Members
Go
Go
Login
Email or Username
Password
Remember Me
Login
Forgot Your Password?
Register
The Whole Half-Life
Level design resources for GoldSource, Source, and beyond
Featured map:
dm_perthowned
by
Silvertongue
Forums
Wiki
Vault
Competitions
Discord
Community
Journals
News
Polls
Members
Login/Register
Remember Me
Login
Forgot Your Password?
New user?
Create an account
See all pages
See all uploads
See all categories
Page statistics
Wiki
Special pages
Page statistics
Most revisions
Tools and Resources
—
72 revisions
Tutorial: The Complete Guide to Lighting
—
44 revisions
Tutorial: Volumetric Lighting
—
35 revisions
scripted_sequence
—
31 revisions
Tool Textures
—
29 revisions
Half-Life Programming - Getting Started
—
29 revisions
trigger_gravity
—
27 revisions
path_corner
—
25 revisions
light
—
25 revisions
func_door
—
24 revisions
monstermaker
—
23 revisions
func_vehicle
—
23 revisions
monster_nihilanth
—
22 revisions
Entity Programming - Overview
—
21 revisions
func_train
—
21 revisions
Monsters Programming - Standard and Squad Monsters
—
20 revisions
env_sprite
—
20 revisions
Tutorial: Total Map Optimisation Part 1 (wpoly, epoly)
—
20 revisions
func_door_rotating
—
20 revisions
multisource
—
20 revisions
Least revisions
Goldsource Error: Hammer crashes on startup
—
1 revision
Plane
—
1 revision
Goldsource Error: Exceeded MAX_MAP_CLIPNODES
—
1 revision
Source Error: Too many detail props emitted
—
1 revision
Source Error: Map '(map name)' bsp version 2
—
1 revision
Deathmatch
—
1 revision
item_powerup (Ricochet)
—
1 revision
func_disctoggle (Ricochet)
—
1 revision
trigger_discreturn (Ricochet)
—
1 revision
trigger_fall (Ricochet)
—
1 revision
Tutorial: Going beyond 8192 units: Part 2
—
1 revision
trigger_incognito (Counter-Strike: Deleted Scenes)
—
1 revision
item_healthkit (Counter-Strike: Deleted Scenes)
—
1 revision
trigger_hud (Counter-Strike: Deleted Scenes)
—
1 revision
weapon_p228 (Counter-Strike: Deleted Scenes)
—
1 revision
weapon_deagle (Counter-Strike: Deleted Scenes)
—
1 revision
weapon_elite (Counter-Strike: Deleted Scenes)
—
1 revision
weapon_fiveseven (Counter-Strike: Deleted Scenes)
—
1 revision
weapon_glock18 (Counter-Strike: Deleted Scenes)
—
1 revision
weapon_usp (Counter-Strike: Deleted Scenes)
—
1 revision
Longest pages
Weapons Programming - Standard Weapons
—
49400 characters
Tutorial: Light
—
46309 characters
Monsters Programming - Standard and Squad Monsters
—
45920 characters
Tutorial: The Complete Guide to Lighting
—
41849 characters
Tutorial: Total Map Optimisation Part 3 (wpoly, clipnodes, engine limits, compile parameters)
—
39213 characters
VERC: Half-Life 2 and Source Mod FAQ
—
35090 characters
VERC: Glossary of Terms
—
35022 characters
VERC: Adding User Variables to Half-Life
—
33982 characters
Monsters Programming - The Concepts of Half-Life's AI
—
33573 characters
Tutorial: Advanced Terrain Creation
—
32496 characters
Tutorial: Adding effects to Source textures
—
31267 characters
Monsters Programming - Node graph system (part 1)
—
31266 characters
Tutorial: Modelling for Goldsource with Gmax
—
30693 characters
VERC: Half-Life Editing Tips
—
30274 characters
Tutorial: Coding NPCs in GoldSrc
—
30111 characters
Vlatitude: Custom Menu Art for your MOD
—
28109 characters
Tutorial: First XSI Model
—
27240 characters
Weapons Programming - High-Level Overview
—
26792 characters
VERC: Creating a Sniper Rifle in the 2.2 SDK
—
25615 characters
VERC: Real-Time "TRON 2.0" Glow in Half-Life
—
25596 characters
Shortest pages
Entity Input: BecomeRagdoll
—
68 characters
VHE
—
97 characters
Entity Flag: WaitForScript
—
98 characters
Entity Flag: Pushables
—
110 characters
Entity Flag: Gag
—
112 characters
Entity Attribute: Name
—
121 characters
Entity Flag: MonsterClip
—
133 characters
Entity Flag: No Clients
—
138 characters
Entity Flag: Monsters
—
141 characters
Entity Flag: Toggle
—
141 characters
Entity Flag: Prisoner
—
141 characters
Entity Flag: Passable
—
159 characters
Entity Flag: Fade Corpse
—
168 characters
i_t_t (Team Fortress Classic)
—
184 characters
Entity Flag: Remove On fire
—
185 characters
func_escapezone (Counter-Strike)
—
189 characters
Entity Flag: Pre-Disaster
—
190 characters
trigger_fall (Ricochet)
—
190 characters
i_p_t (Team Fortress Classic)
—
195 characters
Entity Input: Alpha #
—
199 characters