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The Whole Half-Life
Level design resources for GoldSource, Source, and beyond
Featured game:
Half-Life
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Category: Tutorials > VERC - Half-Life > VERC Archive > Archived Articles > VERC - mapping > Mapping
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Pages in this category
VERC: 'Glowing' Texture Lights
VERC: Angular Velocity and Rotating func_trains
VERC: Basic Teleporter with Effects
VERC: Better Sprites With Env_Beam
VERC: Big List of Single-Player Mapping Tips
VERC: Chairs, Scientists and Barneys
VERC: Common Monster Properties
VERC: Compiling 101
VERC: Cool Looking Dripping Water
VERC: Creating A Locked Door
VERC: Creating A Retinal Scanner
VERC: Detail textures in Half-Life
VERC: Door With Turning Handle
VERC: Doors With Glass
VERC: Elevator No. 2
VERC: Elevator With Moving Buttons
VERC: Embedding Textures into a Map
VERC: Gib Item List
VERC: Glass and Transparency
VERC: Glowing Sprites
VERC: Half-Life Rain
VERC: Half-Life Skys
VERC: Half-Life Teamplay
VERC: Half-Life Unit To Real-Life Unit Conversion
VERC: Hint Brush Tutorial
VERC: How To Create An Airstrike
VERC: How To Make A Pop Machine
VERC: In Depth: Level Transitions
VERC: Invisible Usable Trigger
VERC: Leaks
VERC: Magic Cargo Container
VERC: Monster Health
VERC: Motion Blur Effect
VERC: Pitch Yaw Roll Demystified
VERC: Polygon Reduction Methods
VERC: Putting Monsters On Paths
VERC: Random Event Generator
VERC: Realistic Steam
VERC: Rendering Properties
VERC: Rotating Lights
VERC: Rotating Objects
VERC: Texture Alignment on Curves
VERC: The Art of Ladder Making
VERC: The Bendy Door
VERC: The Hallway
VERC: The Rustmill Effect
VERC: Tips For Faster Compiling
VERC: Top Ten N00b Problems (And Solutions)
VERC: Torching Open A Door (Half-Life)
VERC: Using Skys in Half-Life