As long as I've been playing games I've wanted to make my own. Captivated by the possibilities of level editors, I started mapping in 1996 for Doom II. Then Half-Life came out in 98 and I was making my own Goldsource worlds. As online gaming became bigger, I found Sven Co-op in 2000 for which I made countless maps and content, including Land of Legends, which became a standalone MOD in 2009. My latest SC project (suspension) was released in 2018. Since 2008 I've picked up Source mapping and worked on maps for Resistance and Liberation and worked on a discontinued MOD called "An Open Window". In 2012 I created Uplink for Black Mesa and started a remake in 2015, which is still in development. In 2018 I revisted Half-Life with a new SP MOD called Anti-Climax, released in March 2019.

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Bad sequence of path_tracks - Double loop workaround
Half-Life

Bad sequence of path_tracks - Double loop workaround

Half-Life: Enriched Mapping/Technical 4 comments

Here's the workaround I found to a crash rare issue with func_tracktrain, path_track and func_trackchange.

Killtarget a func_tracktrain without crash
Half-Life

Killtarget a func_tracktrain without crash

Half-Life: Enriched Mapping/Technical 1 comment

How to fix a very rare crash that happens if you killtarget a func_tracktrain.

Fixing ED_alloc: No free edicts
Half-Life

Fixing ED_alloc: No free edicts

Half-Life: Anti-Climax Client Side Coding 20 comments

How to easily fix 'ED_alloc: No free edicts' for your MOD.

Fixing sound and beam issues on save/load
Half-Life

Fixing sound and beam issues on save/load

Half-Life: Anti-Climax Mapping/Technical

If you encounter problems with ambient_generic or env_beam after saving and loading in Half-Life single player, here's how to solve the problems!

Random Trigger
Half-Life

Random Trigger

Half-Life: Anti-Climax Mapping/Technical

Vanilla Half-Life has no trigger_random entity, so if you want to trigger a random event, you'll have to get creative!

Triggering events in other levels
Black Mesa

Triggering events in other levels

Black Mesa: Uplink Mapping/Technical 4 comments

How do you trigger something beyond a trigger_changelevel, an entity that's in another BSP? Here is how it's done.

[Black Mesa] Osprey and rapelling grunts
Black Mesa

[Black Mesa] Osprey and rapelling grunts

Black Mesa: Uplink Mapping/Technical 2 comments

How to set up the Osprey to drop a squad of grunts in Black Mesa (Source).

[Black Mesa] 50. cal machinegun (Player and NPC controlled)
Black Mesa

[Black Mesa] 50. cal machinegun (Player and NPC controlled)

Black Mesa: Uplink Mapping/Technical 6 comments

How to set up a 50 cal. machinegun in Black Mesa (Source).

[Black Mesa] TOW Missile System
Black Mesa

[Black Mesa] TOW Missile System

Black Mesa: Uplink Mapping/Technical

How to set up the TOW Missile system for Black Mesa (Source).

Creating a rolling garage door
Half-Life 2: Episode Two

Creating a rolling garage door

An Open Window Mapping/Technical 2 comments

In this tutorial we're making a rolling garage door. Instead of the simple garage door that just swings open, this door will have multiple segments which...

How to toggle entities without toggle input
Half-Life 2: Episode Two

How to toggle entities without toggle input

An Open Window Mapping/Technical 4 comments

This tutorial shows you how to create a button that can toggle entities which have no toggle input.

Creating shiny/reflective Textures in Half-Life 2
Half-Life 2: Episode Two

Creating shiny/reflective Textures in Half-Life 2

An Open Window Textures 2 comments

This tutorial will show you 2 ways to create shiny/reflective textures in Half-Life 2.

Creating quick Normal Maps for Half-Life 2 Materials
Half-Life 2: Episode Two

Creating quick Normal Maps for Half-Life 2 Materials

An Open Window Textures 2 comments

This tutorial will show you how to create Normal Maps (Bump Maps) for your Half-Life 2 materials within seconds.

Replacing Textures on Half-Life 2 Models
Half-Life 2: Episode Two

Replacing Textures on Half-Life 2 Models

An Open Window Textures 4 comments

This tutorial shows you how to replace textures on models from Half-Life 2.