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The Whole Half-Life
Level design resources for GoldSource, Source, and beyond
Featured map:
Cenodrome
by
Unq
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VERC: Making A Player Fly
VERC: Making A Semi-Automatic Handgun
VERC: Making a Territory Control Map
VERC: Making Half-Life Mods - Part 1
VERC: Making Half-Life Mods - Part 2
VERC: MAP File Format Specification
VERC: Mapfile Backup Application
VERC: Mapping Humor
VERC: Mitered Corners: The Undying Myth
VERC: Model Transparency Tutorial
VERC: Monster Health
VERC: Motion Blur Effect
VERC: MP3 playing entity with Steam
VERC: NPC and Item Placement Theory
VERC: Painlessly Drawing TriAPI In Orthogonal Mode
VERC: PAK Files and Directory Folders
VERC: Particle Systems: The Theory
VERC: PHP URL Tag Formatting
VERC: Pitch Yaw Roll Demystified
VERC: Polygon Reduction Methods
VERC: Poor Man's Shiny Floors
VERC: Preset Light Appearances
VERC: Pretty Effects with Spirit of Half-Life
VERC: Putting Monsters On Paths
VERC: QRAD Textures and the RAD File
VERC: Random Event Generator
VERC: Random Terrain Generation
VERC: Real-Time "TRON 2.0" Glow For Low-Spec Hardware
VERC: Real-Time "TRON 2.0" Glow in Half-Life
VERC: Real-Time Photorealism
VERC: Realistic Reflections in Real-Time
VERC: Realistic Steam
VERC: Rendering Properties
VERC: Rotating Lights
VERC: Rotating Objects
VERC: Scripting vs. Entities
VERC: Security Cameras
VERC: Simulating Randomness
VERC: Source Machinima
VERC: Stand Still, You Sprite! (or: How to Fix Sprites' Axes)
VERC: Static Water Simulation
VERC: Style Guide #1
VERC: Style Guide #2
VERC: Texture Alignment on Curves
VERC: Texture Antialias "Bug"
VERC: The Advanced Compile Dialogue
VERC: The Art of Ladder Making
VERC: The Bendy Door
VERC: The Hallway
VERC: The History of Half Life: 1996 to 1998