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A tutorial on how to change the format of the menu. Be advised that this is not a tutorial one how to create graphics or art, but simply how to alter the menu format for your mod.
Let you map have light! A tutorial that will give you a better idea of how simple lights are implemented into your maps and also the effects that they will have on the compiled product.
This is basically a document that highlights all of the important changes from HL1 to HL2 mapping. Highly useful. This is generally intended for those who are used to HL1 mapping, and may have suffered a shock from some of the changes.
This tutorial gives you a better idea of how some of those cool water effects in HL2 are created. It's surprisingly simple
An easy little tutorial that teaches the user to create hinged objects. In this example, we'll be making shutters. Easy to learn and a great place to start if you plan on getting your feet wet with HL2 mapping
-> Updated Feb 7, 2005.
The fourth and final part of the first series of modeling tutorials. This one wraps up everything that has been learned, and will set the stage for the next series, which will teach the user how to create something more interesting: a weapon.
Part 3 of the modeling series. This tutorial will bring you up to speed on the process of texturing.
Part 2 of the modeling series. This tutorial covers grouping. You've read the first, now read the next.
Part 1 of a series of tutorials that will teach you how to model for Half-Life, using the program MilkShape 3D. This is an introduction tutorial designed to familiarize you with some of the basic techniques used in modeling, and well as familiariz
This tutorial teaches you how to create the effect of weapons that hover and spin over the ground "Quake 3" style. Excellent for adding aesthetic charm to your multiplayer maps.
A quick n' dirty guide, that shows you gow to create your own health pack models, without even knowing how to model or using Milkshape. Click on this, and find out how......only at Vlatitude!
This tutorial is suitable for beginner and intermediate users alike. This tutorial first goes over how to use the clip tool, then goes on to describe the many uses and abilities of this powerful tool. Even advanced mappers may want to check out the end
This tutorial will explain how to create a spiral staircase with the 'arch' tool, eliminating the need to use the vertex manipulation tool. After learning the techniques in this tutorial, the user will be able to cut, what would normally be over an hour
A complete tutorial on creating a custom menu for your MOD. This one covers every aspect of creating and integrating custom graphics into your own custom menu.
-> This tutorial has been updated with new information on July 1, 2002.
This tutorial shows how to make a trigger that will target different objects depending on which way the player walks through it.
Foddex describes a rather unorthodox way of designing rock and desert scenes. This tutorial shows how to create terrain environments by splitting your brushes into triangles and doing safe vertex manipulation.
This is a tutorial for advanced multiplayer mappers that will allow you to create multiplayer maps in the style of Domination (much like in Unreal Tournament).
Between a rock and a hard place: using vertical stacking to achieve realistic effects and low r_speeds in rocks and cliffs.
This tutorial teaches how to add your MOD to the "Custom Game" menu in Half-Life. This is a must for releasing any serious package.
Gensurf is a wonderful program that can generate realistic terrains for your levels. Tal-N goes over the basic, as well as the advanced functions of this program, with plenty of usage examples.
Put slippin' slidin' action into your levels. Or don't. In any case, it wouldn't hurt to know how this is done.
You can't play a map without compiling. Compiling your levels is a very intricate process, and Kabaal's in-depth tutorial helps make sense of it.
This entity is used in pretty much every serious map. Learn it, use it, love it.
Learn how to make text appear on the screen during your levels.
This tutorial is a must-read for any serious level designer. Kabaal talks about the crucial elements of making a level run smoothly on even slower computers.
Putting the Osprey (the aircraft that drops off rapelling grunts) in your level is more complicated than regular monsters. Read this to find out how to do this.
If you've always wanted to make a level transition in an elevator, read this tutorial. If you've never had that desire, read it anyway.
This scripted sequence tutorial goes into some very advanced scripting techniques. It involves manipulating the HL engine, tricks of the trade, and a whole orgy of entities.
This tutorial is a great refference for all of the trigger_ entities.
A very neat effect. We show you how to make lights rotate without using hard drugs or alcohol.
Learn how to make simple decals for spray-painting on the walls.
An origin brush is an essential part of any rotating entity. Master it and start gyrating!
Death traditionally descends on swift wings. Make this aligory come true with soldiers dropping from the sky!
Obtain even more control over your hapless player with this tutorial.
Brian explains how to create an airstrike like the one in Crossfire or DoubleCross deathmatch maps.
This is by far one of the coolest and most difficult entities to master. With our help, you just might get a handle on it. Read on!
This entity's name kind of gives away its function. However, its utilizations are numerous and quite versatile.
Making levels isn't all architecture and structure. Sometimes, diversions and other aesthetic intricacies are needed. Monster_generic and monster_furniture entities can help set the mood and give a more alive feeling to a level.
This brush-based, moving entity is a very common and useful one. It's used for doors, moving platforms, and its basic concepts even apply to some other entities.
The multisource entity is crucial in making levels that require more innovation than just following a linear objective. Understanding the multisource is a crucial part in advanced map design.
An essential but tricky part of single-player level design: level transitions.
Advanced door topics such as multiple-brush doors, rotating doors, and more.
The first two scripting tutorials were largely theoretical. In this one, Brian goes through a specific example (a zombie breaking through a wall).
Ladders are a simple thing to create and are a must for some levels.
Want to get those NPCs talking? Read on!
After learning how scripted sequences work, continue on to this tutorial for a specific example.
A basic introduction to Half-Life scripting using triggers, enemy AI, and more.
Eventually, most level designers want to take the player out of the catacombs and into the great outdoors. Here is how to achieve that effect.
This tutorial describes how to add atmosphere to levels using music and sounds.
Now that we know how to light up our maps, here are some extra tricks for light manipulation.
Lighting is a crucial part of level design. Brian shows the basic methods of illuminating Half-Life levels.
Although often overused, water can add great detail and decoration to your levels.
A basic tutorial aimed at people new to Worldcraft and Half-Life's triggering system.
This is a basic non-game-specific tutorial about the ethics, methods, and responsibilities involved in level design. Highly recommended for beginning mappers, and for experienced but bored designers.
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