This QuakeWorld-based engine powered some of the most critically acclaimed engine's of it's day, like Half-Life, Counter-Strike, Day of Defeat, and many more.

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Building the DLLs with VS.NET 2003 for Steam

Half-Life Client Side Coding 12 comments

Teaches you how to setup your VS.NET 2003 to build the Half-Life dlls, and how to get them working on Steam.

The Half-Life Almanac Review

Management Tutorial 0 comments

Looking at, reviewing and getting background on the famous Half-Life Almanac.

Making { Textures Invisible

Half-Life Mapping/Technical 5 comments

In this tutorial, you will be taught how to make the blue areas on textures e.g. fences, air-ducts and so on, and so fourth, invisible.

Using the Clipping tool

Half-Life Mapping/Technical 10 comments

In this tutorial, you will be taught how to clip objects, using the Clipping tool.

Standard Measurements (CS)

Half-Life Mapping/Technical 2 comments

These are the standard Measurements, taken from cs_mansion which is practically older than CS. It includes; doors, walls and windows. - Very basic Mapping...

Adding a Skybox

Half-Life Mapping/Technical 2 comments

The Skybox is the Image around your map - This tutorial is 100% Necessary if you are making an outdoor map.

Making a Rotating Door

Half-Life Mapping/Technical 7 comments

You will be taught how to use the entity; "Func_Door_Rotating". Pretty easy :)

NPC and Item Placement Theory

Level Design/Theory Tutorial 4 comments

Non-Player Character (NPC) and item placement can influence both the gameflow and immersion of a level. This article aims to give some pointers on how...

Proper Half-Life mapping: The Essentials, Leaks, and Beginner's Guide

Half-Life Mapping/Technical 7 comments

Just got your hammer and you think you can follow the basic glass and sky tutorials? Wrong. What I'm going to do is ram mapping etiquette into your...

HuD Colouring

Half-Life Client Side Coding 26 comments

This tutorial will cover the Basics for changing the colour of the HUD in HL

Modding Weapons (Ammo, Weight etc)

Half-Life Client Side Coding 74 comments

This tutorial will teach you how to edit the ammo per clip, how fast you walk with a weapon and much more! Check it out... For Half-life 1

Reskinning A Model

Half-Life Players Modelling 16 comments

So, you want to know how to edit your "Half-Life 1" model and have them show um in your mod? Well this is the tutorial for you!

Basic Hl2 Modeling Tutorial

Weapons Modelling Tutorial 25 comments

Today I will be walking you through the wonderful world of modelling and compiling for half life 2. This tutorial is targeted at 3dsmax users and half...

Hammer Editor Tutorial #2 - Navigation

Hammer Editor Tutorial #2 - Navigation

Mapping/Technical Tutorial 2 comments

In this Tutorial we'll explain you how to navigate the Hammer Editor. You'll learn more about the functions of the Tools and the handling of the Editor...

Hammer Editor Tutorial #1 - How to start the Hammer Editor

Hammer Editor Tutorial #1 - How to start the Hammer Editor

Mapping/Technical Tutorial 3 comments

This is our first tutorial. We'll show everyone who wants to do a Map for HL2 or a different Mod, how to start the Hammer Editor. We also hope to get...

Hammer Editor Tutorial #3 - First Room

Hammer Editor Tutorial #3 - First Room

Mapping/Technical Tutorial 11 comments

In this Tutorial we will explain you how to create your first room. You will learn to place one light and a player start and something more. So you got...

Milkshape 3D Basics & Fundamentals

Milkshape 3D Basics & Fundamentals

Other Tutorial 10 comments

A tutorial on the fundamentals and basic use of Milkshape 3D by Ben "Zom-B" Wilson. I cover the GUI of Milkshape, creating simple shapes using two different...

Setting Up Valve Hammer Editor

Setting Up Valve Hammer Editor

Starting a mod Tutorial 51 comments

It took me a lot of time searching through the internet how to set up Hammer 3.5 and make it work flawlessly, and I never found a tutorial that had everything...

How to make a prop in XSI for HL2

How to make a prop in XSI for HL2

Props Modelling Tutorial 2 comments

How to construct a prop in XSI, texture it, export it & compile to .mdl format and put in-game!

Half-life1 Coding: More than 254 of ammo

Half-life1 Coding: More than 254 of ammo

Half-Life Server Side Coding 8 comments

In hl1 you can simply edit the max_ammo_carry of certain ammo type but the hud would show up to 254 of ammo, this is because the message that send the...

Introduction to GoldSrc Programming  - Setting up Visual Studio

Introduction to GoldSrc Programming - Setting up Visual Studio

Client Side Coding Tutorial 0 comments

Here we take a look at setting up and configuring Visual Studio 2013 alongside the Half-Life SDK for programming. We also show how to build, and run the...

BumpMapping

Half-Life Textures 8 comments

This is a Tutorial for people who want realistic lighting in they're maps.

Rigging Characters for Half-Life (3ds MAX)

Half-Life Animation 6 comments

This tutorial will get yourself familiarized with the process of "rigging" a character for Half-Life. Because this is the first step to character...

DoD Mapping Tutorial

Mapping/Technical Tutorial 8 comments

A video tutorial which demonstrates how to make a map for the original Day of Defeat modification using the Valve Hammer Editor

How to use detailtextures in a professional manner

How to use detailtextures in a professional manner

Goldsource Data Base Level Design/Theory 4 comments

Hello everyone and welcome to my first tutorial. Let me start with the basics: If you don't know what a detail texture is, I shall explain. Basically...

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Setting Up Valve Hammer Editor
Setting Up Valve Hammer Editor Basic Starting a mod
Modding Weapons (Ammo, Weight etc) Basic Client Side Coding
How to use detailtextures in a professional manner
How to use detailtextures in a professional manner Advanced Level Design/Theory
Rigging Characters for Half-Life (3ds MAX) Advanced Animation
Milkshape 3D Basics & Fundamentals
Milkshape 3D Basics & Fundamentals Basic Other
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HuD Colouring Basic Client Side Coding
Making { Textures Invisible Basic Mapping/Technical
Reskinning A Model Basic Players Modelling
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