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The Whole Half-Life
Level design resources for GoldSource, Source, and beyond
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Category: GoldSource Tutorials > Intermediate Tutorials > Tutorials > Mapping
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Pages in this category
Tutorial: Adding Glass to Doors
Tutorial: Advanced Terrain Creation
Tutorial: Airlock system (that works in multiplayer)
Tutorial: ambient_generic
Tutorial: Changing Levels
Tutorial: Counter-Strike mapping
Tutorial: Create a working battery with light
Tutorial: Creating Overviews
Tutorial: Dark Outdoor Maps
Tutorial: Decals: All You Need To Know
Tutorial: Detailing Maps
Tutorial: Doors
Tutorial: Elevators using func_train
Tutorial: Environment
Tutorial: Equipping Weapons in CS
Tutorial: Evolving Grass
Tutorial: Fans
Tutorial: Flame Effect
Tutorial: Glass
Tutorial: Globals
Tutorial: Going from J.A.C.K. to TrenchBroom
Tutorial: Grunts and Guns
Tutorial: Hallways
Tutorial: Introduction to Ricochet mapping
Tutorial: Keys
Tutorial: Ladders
Tutorial: Land Mine Effect
Tutorial: Laser and Beam Effects
Tutorial: Light
Tutorial: More Complex Triggers
Tutorial: Mortar Madness
Tutorial: Multi_manager
Tutorial: Multi_manager Looping Made Easy
Tutorial: Multisource
Tutorial: Perfect Timing with Doors
Tutorial: Random entity triggering
Tutorial: Reducing Clipnodes with zhlt_usemodel Templates
Tutorial: Render Properties
Tutorial: Retina Scanners and Other NPC-Only Locked Doors
Tutorial: Rope, Waterfalls and Dripping Water
Tutorial: Rotating Billboards
Tutorial: Scripted Sequences
Tutorial: Security Cards
Tutorial: Skewing textures in Hammer
Tutorial: Spiral Staircase
Tutorial: Stairs
Tutorial: Tankrockets
Tutorial: Teleporters
Tutorial: Texture Application
Tutorial: The Osprey
Tutorial: Titles.txt
Tutorial: Trees
Tutorial: trigger_camera
Tutorial: Using Sprites
Tutorial: Vending Machine
Tutorial: Vertex Manipulation Intro
Tutorial: Vis Groups
Tutorial: Water