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The Whole Half-Life
Level design resources for GoldSource, Source, and beyond
Featured mod:
TWHL Tower 2
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Tutorial: Tips for Beginner Mappers
Tutorial: Titles.txt
Tutorial: Total Map Optimisation Part 1 (wpoly, epoly)
Tutorial: Total Map Optimisation Part 2 (VIS, Hints)
Tutorial: Total Map Optimisation Part 3 (wpoly, clipnodes, engine limits, compile parameters)
Tutorial: Trees
Tutorial: trigger_camera
Tutorial: trigger_changetarget
Tutorial: Unpluggable TV
Tutorial: Using models for health/HEV chargers in vanilla Half-Life
Tutorial: Using Sprites
Tutorial: Using Texture Fit
Tutorial: Using the Cordon Tool
Tutorial: Vending Machine
Tutorial: Vertex Manipulation Intro
Tutorial: Vertex Manipulation Part 2
Tutorial: View bobbing: Part 1
Tutorial: View bobbing: Part 2
Tutorial: Vis Groups
Tutorial: Volumetric Lighting
Tutorial: Water
TWHL API Documentation
TWHL Archiving Project
TWHL Community Collaborations
TWHL: Editing the Wiki
TWHL: Site history
TWHL: Site Rules
TWHL: WikiCode Syntax
VERC: .MAP to .DXF Conversion
VERC: 'Glowing' Texture Lights
VERC: Accessing the Half-Life Console
VERC: Adding muzzle flashes that also light up world brushes
VERC: Adding new monster factions
VERC: Adding New skill.cfg Entries
VERC: Adding Single-Player Weapons to Half-Life 2
VERC: Adding User Variables to Half-Life
VERC: Advanced r_speeds Control
VERC: Angular Velocity and Rotating func_trains
VERC: Animated buttons in Half-Life
VERC: Another Way To Make Those Cute Lil Houndeyes Not So Cute
VERC: Basic Spawn Protection for Day of Defeat Maps
VERC: Basic Teleporter with Effects
VERC: Basing one monster class off another
VERC: Beheading Zombies
VERC: Better Sprites With Env_Beam
VERC: Big List of Single-Player Mapping Tips
VERC: Blue-Shift setup and mapping guide
VERC: Bump Mapping in Half-Life
VERC: Carving responsibly
VERC: Chairs, Scientists and Barneys