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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: 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: Finding center of rotation from initial and final positions
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
Tutorial: Going from J.A.C.K. to TrenchBroom
Tutorial: Grunts and Guns
Tutorial: Half-Life Deathmatch mapping
Tutorial: Half-Life directories
Tutorial: Hallways
Tutorial: Harnessing ELights
Tutorial: Hint Brushes
Tutorial: How to fix those leaks
Tutorial: How to load a map (.bsp file) in-game
Tutorial: How to Make HD 1080p Backgrounds for HL1/Goldsrc Games
Tutorial: Importing Models and Textures
Tutorial: Improved entering and exiting for Observer/Spectator mode
Tutorial: In the Beginning Part 1
Tutorial: In the Beginning Part 2
Tutorial: In the Beginning Part 3
Tutorial: In the Beginning Part 4
Tutorial: In the Beginning Part 5
Tutorial: In the Beginning Part 6
Tutorial: Intro to the Tools of Hammer
Tutorial: Introduction to Colour Correction
Tutorial: Introduction to mapping
Tutorial: Introduction to Ricochet mapping
Tutorial: Keys
Tutorial: Ladders
Tutorial: Land Mine Effect
Tutorial: Laser and Beam Effects
Tutorial: Light
Tutorial: Lighting Theory - An Introduction to Lighting Design
Tutorial: Making a working plug and combine generator
Tutorial: Making Custom Sounds
Tutorial: Making Music Play in Maps
Tutorial: Making Rotating Gears
Tutorial: Making sprites with SpriteMaker
Tutorial: Making textures with WadMaker