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The Whole Half-Life
Level design resources for GoldSource, Source, and beyond
Featured map:
Bridge the Gap 2.0
by
UrbaNebula
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Tutorial: Map details and misc
Tutorial: Map Layout Theory for CS
Tutorial: Materials.txt
Tutorial: Modelling for Goldsource with Gmax
Tutorial: Modelling for goldsrc with Blender - Part 1
Tutorial: Models and lighting
Tutorial: Modifying the HUD
Tutorial: More Complex Triggers
Tutorial: Mortar Madness
Tutorial: Multi_manager
Tutorial: Multi_manager Looping Made Easy
Tutorial: Multisource
Tutorial: New Glass
Tutorial: Non-coding workarounds for your mod
Tutorial: NPC Scripting Basics
Tutorial: Palette.lmp file (To do - not yet written)
Tutorial: Perfect Timing with Doors
Tutorial: Permanently locked doors
Tutorial: Physics in Source
Tutorial: Pointfiles
Tutorial: R_Speeds
Tutorial: Radar locations in Counter-Strike: Source
Tutorial: Rain
Tutorial: Random entity triggering
Tutorial: Re-texturing Models
Tutorial: Realistic Shadows
Tutorial: Recompiling light only
Tutorial: Reducing Clipnodes with zhlt_usemodel Templates
Tutorial: Render Properties
Tutorial: Rescaling Prop Models
Tutorial: Retina Scanners and Other NPC-Only Locked Doors
Tutorial: Rope, Waterfalls and Dripping Water
Tutorial: Rotating Billboards
Tutorial: Scripted Sentences
Tutorial: Scripted Sequences
Tutorial: Scripting with sequence files
Tutorial: Seamless Skybox Fog
Tutorial: Security Cards
Tutorial: Separate Player and Monster Hivehand damages
Tutorial: Setting up a Mod: Addendum
Tutorial: Setting up a Mod: Part 1 - Custom Game feature
Tutorial: Setting up a Mod: Part 1 - Mod directory and liblist.gam (Steam)
Tutorial: Setting up a Mod: Part 2 - Splash Screens
Tutorial: Setting up a Mod: Part 2 - Splash Screens (Steam)
Tutorial: Setting up a Mod: Part 3 - Game Strings
Tutorial: Setting up a Mod: Part 3 - Game Strings (Steam)
Tutorial: Setting up Crowbar for Half-Life/GoldSrc
Tutorial: Setting up TrenchBroom for GoldSource games
Tutorial: Setup Guide: Counter-Strike
Tutorial: Setup Guide: Hammer