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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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Tutorial: Animating Models
Tutorial: Basic Logic_Compares and Game_UIs
Tutorial: Basic Voice Acting
Tutorial: Beam and Sprite Effects
Tutorial: Carving
Tutorial: Change hud_fastswitch to behave like Half-Life Source
Tutorial: Changing Hammer
Tutorial: Changing Levels
Tutorial: Choreographing World Happenings with Sequence Events
Tutorial: Client sided dynamic lights (muzzle flash, flashlight...)
Tutorial: Coding Fog
Tutorial: Coding NPCs in GoldSrc
Tutorial: Combine Dropship
Tutorial: Compiler charts and limits
Tutorial: Compiling Introduced
Tutorial: Counter-Strike mapping
Tutorial: Create a working battery with light
Tutorial: Creating blend textures for Displacements
Tutorial: Creating caves using Displacements
Tutorial: Creating healing pools like in Xen
Tutorial: Creating Overviews
Tutorial: Creating textures with Qlumpy
Tutorial: Custom Skyboxes for Goldsource
Tutorial: Custom Textures
Tutorial: Customising the HUD colour
Tutorial: Dark Outdoor Maps
Tutorial: Dead NPCs for HL1 and CS
Tutorial: Decals: All You Need To Know
Tutorial: Detailed Textures in Half-Life
Tutorial: Detailing map brushes using XSI
Tutorial: Detailing Maps
Tutorial: Diagnosing Problems
Tutorial: Dimensions
Tutorial: Displacements
Tutorial: Doors
Tutorial: Editing Compiled BSPs With newbspguy: The Basics
Tutorial: Editing Half-Life Models
Tutorial: Elevator Doors that move
Tutorial: Elevators using func_train
Tutorial: Environment
Tutorial: Equipping Weapons in CS
Tutorial: Evolving Grass
Tutorial: Fans
Tutorial: First XSI Model
Tutorial: Flame Effect
Tutorial: Gauss penetration and blast damage
Tutorial: Glass
Tutorial: Globals
Tutorial: Going beyond 8192 units: Part 1
Tutorial: Going beyond 8192 units: Part 2