Doors in HL2: The prop_door_rotating Entity
Make players start out with certain weapons.
This shows how to build a Revolving Door. The tutorial will cover making a plain door; a door with glass in, and a door with breakable glass in.
This is a small tutorial demo, which has an npc_combinegunship flying around for a while and then exploding.
This is a basic tutorial on lighting which I discovered on thread at Facepunch Forums. I liked it's simple straighforward four step approach to getting good basic lighting effects.
Need to make a dropship fly in and drop off some combine soldiers?
Shows how to make an escalator using the func_tracktrain.
and why yours might not work
How to make a hanging/swinging light fixture.
This is a follow to Simple Lasers. It demonstrates how to link lasers to entities which move. Two ways are illustrated here and in 137 - a laser that goes up and down and one that revolves and moves to and fro at the same time.
An introduction to scripted_sequences in Source.
A quick guide on how to make that really fantastic looking water from Half Life 2/Counter Strike.
how to make a func_physbox explode upwards, and basically how to fling heavy objects into the air.
An intermediate tutorial, it will try to give as much step by step as possible, but assumes you have Basic knowledge like making a room, using an info_player_start, and putting in a light entity.
This is a small tutorial demo, showing how to use the 50 percent falloff distance and 0 percent falloff distance in the light and light_spot entities.
Have you ever noticed that some 'grass' textures also have tall grass and weeds that show up in game?
An easy to use tool that makes life easier in many ways.
This is a revision (April 2009) of the original tutorial which turned out inaccurate either because I'm dumb, or because of a change in the SDK. It's an addition to the tutorial (53) on the Point_viewcontrol entity.
This tutorial shows how to make a conveyor that transports the player - so a moving floor I guess. I will put up a tutorial on how to make one for transporting objects later.
A short tutorial on how to add decals to brush entities.
This tutorial is a basic guide to the ai_goal_actbusy entity.
This is a basic tutorial about how to get the Strider to fire the minigun and the cannon. The set up is straightforward, just a bit specialised for the demonstration VMF
This tutorial follows a request on the Halfwit-2 forum about respawning items.
Part 3 - This tutorial shows how to make a double drawbridge.
This tutorial covers the env_steam entity , and includes a valve to turn it on and off.
This is a basic tutorial on how the Gravity function works. Put simply, to change the gravity the player must walk through a trigger_gravity brush.
Cordon Tools in Hammer are useful for enclosing a map for compiling, if you don't have a skybox yet. Also useful for locating errors in a large map.
This tutorial by Terrenteller shows how to spawn an npc_stalker by a button. The stalker walks across the room then disappears.
Making the Gman into a 'Model Citizen'
Tutorial showing how to get citizens (NPC's) to come through a door.
This camera is good for when you join a map, it gives you a view of the map before you join a team
Following on from the bomb target tutorial - how to set Bomb advance in your CSS map with fire and sound. This is a VIDEO tutorial.
This is a tutorial showing two ways how to make a door that stays locked until the player has a 'key' to unlock it. Can be used with any sort of door. This tutorial will use a func_door , a func_rotating_door .
illustrating a dangling electric wire
This is a list of soundscapes for some Source Games
In this tutorial i will show you how to create a basic room with a nice light and how to use the HDR effect in your maps.
This was put together by qwerty who was trying to find a way to make the Citizen act like a metrocop guarding an area (ai_goal_police).
A short story on a 1.6 to source conversion
This is a tutorial on how to make a 'real' lift/elevator. This is the prop_dynamic model lift seen throughout the HL2 game, primarily in Eli's Lab.
This is a short tutorial on the new func_reflective_glass and texture,
It makes a Rope Bridge that spans a gap of 256 and is 64 units wide. There are two examples one is breakable.
An easy little tutorial that teaches the user to create hinged objects. In this example, we'll be making shutters.
The PVC is a camera that you can have static or moving. It changes the players view from the player, to anywhere you like.
This is a tutorial is the first on the logic_choreographed_scene.
PORTAL tutorial illustrating how to set up the wake up scene at the beginning of the game. It is similar to the scene where Gordon Wakes Up in HL2.
Create a basic water setup for your source level
The tutorial shows how you can respawn the func_physbox (which puts the map back to the start) by means of func_buttons.
A trick for improving player movement through your single or multiplayer level. Touches on the proper use of prop_physics, player clips, and layout techniques.
how to make the Magnusson Device spawner from Episode 2.
The tutorial is one way of making a zipline.
This is a tutorial on Neon Signs, made by Bud Doug Lee. The VMF has three letter 'A' in red, that blink on one at a time, then all blink on and off.
This is how to recreate the dog/ball interchange that appears in Eli's lab in the game.
This tutorial was put together by Raidenator and shows how to make flares the player can pick up.
It shows how to make a lift that will visit anyone of five floors, by pressing the appropriate button
Add Breakable Glass to your level
This tutorial explains how to make a picture of your choice load up as the background picture on the ingame menu page.
This tutorial is about Teleports. The map shows four teleports, A to B then B to A.
This tutorial shows how to hang something from a rope/cable. In this case it's a citizen - but the same principle applies to other models/entities.
This tutorial is a continuation of the fourth tutorial, we will take the rooms made there and join them with a corridor.
Create a simple lift/elevator system for your maps
This tutorial is about the Clip tool.
In this second tutorial on the Arch tool. In it we will look at how to make curved corners and coving in rooms.
Hanging Entitys from a rope in CS:Source
Shows how to place water so it looks natural in a displacement area.
Introduction to, and use of, a logic_case
Need to make some good old fashioned glass in Source? Read on.
a tutorial on how buildings that are not accessible to the player, but form an essential part of maps, were made, and were able to look so realistic.
A tutorial on how to get an npc_cscanner to equip itself with Combine Mines and drop them. The scanner uses Path Corners to guide it's movement.
This is a basic tutorial on displacement mapping
This tutorial will try to explain how the phys_pulleyconstraint entity works.
Second Video tutorial showing how to get your creations into Half-Life2 by means of a logic_choreograpphed_scene.
It shows how to get npc_metropolice to jump down off walls. (Level d1_canals_01a for example).
Counter-Strike Source and R_speeds
This is part two of the dangly wire/electrified water tutorial. It uses the set up in the last tutorial and only adds a water brush and a trigger_hurt brush, and a couple of adjustments to outputs.
Early on in Portal, the Portal gun can only place one type of Portal, so the other will be present already. This tutorial originally by Namelezz! shows how to do this.
Triggers, Inputs and Outputs are an intricate part of adding interactivity to your levels
In this first tutorial on the Arch tool, we will make a tunnel, like those seen in HL2.
Based on a VMF supplied by Bud Doug Lee this shows how to set up an active Energy Ball launcher and trap for PORTAL.
A short tutorial illustrating how to get an npc_metropolice to shoot a flare into the air.
Resembling the automatic stairs in Portal, this was made for Ep 2. It will work in both Half-life 2 and Portal, just be selective with your textures.
It shows a good way of using a math_counter and triggers, to set off a number of events.
The second part of the displacement tutorials: this one takes you completely though the displacement window
Quick and Easy Working Ladders
Draws a basic outside area with trees and fog, and suggests a couple of good sky and light environment combinations to get a good effect.
This tutorial shows how to electrify something so that touching it hurts the player.
a way for setting off events (explosions in this case) randomly
Covers four different ways of making Volumetric Light and in part two shows how to create fake shadows.
Creating the unpluggable TV, as seen in Half-Life 2.
This tutorial is on the Vertex edit tool. It attempts to show how to use this tool to manipulate brushes into different shapes.
This is a tutorial from Nero that shows you how to make a carryable blowtorch that you can use to cut open a door.
create a CCTV style monitor that will display two different camera locations on one monitor toggled by a button.
Ever wanted to give areas in your map a name that'll show up under the radar, next to teamchat and that bots will refer to?
Making a Breakable Window
This shows one way of using the aiscripted_schedule entity. We will create a group of combine, who will seek out and come after the player.
I have taken the Hotel building from Trainstation and constructed it from scratch.
This tutorial by Maloof?/Superbacon of the Facepunch Forums, covers the placement and basic animation of the Citadel Core from Halflife-2: Episode 1.
Making a Dynamic Light
shows how the oncoming train in d2_coast-07 was put together.
Alot of people have problems with opening their console.
In this short tutorial we'll get a citizen to run from one side of the map to the other screaming.
This shows how to make a npc_c scanner on the same path patrol endlessly.
Put together by Dylan Holcomb, this helps you find your way around the new Particle Editor.
this is how you make the camera drop to the ground like in the singleplayer game.
This tutorial on an alternative multi choice lift using func_movlinear instead of func_tracktrain.
Making a Bomb Site in CS:Source
How to make breakable glass
In this and the last two tutorials, I have tried to show how to set up a zombie breaking through walls: out of a cupboard and through metal panels
This is a basic tutorial about the ai_goal_police . This is basically an entity that when triggered forces a named npc_metropolice to guard a particular area in your map.
This is a tutorial showing how to make double sliding doors
Elapsed Time by Bud Doug Lee
In this tutorial we will build a room and divide it with a wall.
This tutorial will teach you how to make a func_breakable_surf start out broken when the map loads without the player doing anything to it.
This tutorial gives you a better idea of how some of those cool water effects in HL2 are created. It's surprisingly simple
Using the Nodraw Texture
Part 2 - In this Tutorial I have included two fake mechanisms.
List of Half-Life 2 and Counter-Strike Source skynames
Making a Camera Part 2
This Tutorial assumes you have completed 'Part-1', of making the corridor.
This is an illustration of some of the things you can do with Trigger_push. Most of what you need to know is in the VMF as you can experience the effects there.
In this tutorial I will show you how to use lightmapscale to help make good, realistic looking shadows.(#1Duck)
This tutorial shows how to place a Thumper (The combine machine that scares the antlions) This is the version you can climb and switch on and off.
A guide on the three diffrent types of glass the source engine is capable of
This tutorial attempts to show how to make them come up through the floors.
Triggering a Sound
This is another PORTAL tutorial. This shows how to make the 'Emancipation Grill' or Portal Cleanser, that removes the useful boxes, when you walk through.
This is our first PORTAL tutorial. It shows how to make the Pits that appear throughout the game.
How to add custom sounds to Source maps
This is a set of stairs that slide out from a wall.
The basic principles to Game_UI and Logic_Compare entity control.
This tutorial covers the basics of gameflow, why it is important and how to achieve it.
Create a remote control mechanism that applies to a vehicle.
This is a tutorial on the env_soundscape entity, written by Mynameisme. It shows how to put in two different soundscapes and how they work in changing from one to another.
Adding that touch of ambience to your Source maps
This is a tutorial on simple lasers using env_beam ). It looks at 'Trip' Lasers, that when you walk through make something happen and harmful lasers that hurt or kill the player.
Doing Buildings and Models the Combine way of life.
In this tutorial I will try to describe how to make a 3d skybox. See tutorial 100, here for the theory. The map I am making here is a bit like the SDK_3dskybox map, simple enough, but the principles apply to more complicated maps
Making a Rotating Fan
This one shows how to create the Zombie lying on the floor who gets up when you appear, 'Zombie Slumprise' I think.
This tutorial demonstrates the use of the logic_case and logic_timer entities.
This tutorial demonstrates some of the action in the Coast levels in the game.
This tutorial shows how to make an npc_combinedropship carry and drop off an npc_vehicle_apc.
These cameras are working monitors that turn on when a button is pushed.
Disguising the player as a combine by Treb_Treb
This tutorial shows how to make a simple rotating light. It's illustrated here as two lights on opposite sides of the fitting, but you can have one or three or more.
Ever wanted to know how VALVe did the blinding light tunnel trick in Half-Life 2? Found out here.
This is a tutorial on how to make ladders that actually work
I put a vmf in the 'Workshop' covering a few ways of making a cop kick down a door, but they were hacks really, so this is the real thing.
This is a timer put together by Bud Doug Lee for PORTAL. It is set up so that as soon as the map starts the timer counts down from 30 seconds to zero.
how to make water rise and fall in a map
This is a short simple tutorial outlining the steps you need to take to get an NPC to lead the player to a particular place.
Making Props Show Up
Making it Rain or Snow
This is another PORTAL tutorial. This one is the basic circular door model. Next tutorial will deal with the button that you put the box on to open it.
This tutorial shows the very simple way to make cylinders and spheres using displacements.
This tutorial is just another way of triggering something into action.
This shows how to construct a water area that kills the player. Obvious example is from Lost Coast - where if you venture into the water you see all these white leeches and you die fairly quickly.
A short and sweet tutorial that shows a simple way to blend fog seamlessly into the horizon.
This tutorial will explore how to use the env_screenoverlay entity. This is used in the intro to HL2 with G-Man musing about calling on Gordon again. The tutorial covers just the basic stuff about how to make it work.
The input/output system for the Source engine is a very powerful tool, read on to learn its secrets
It is the Battery Puzzle in HalfLife 2 where you have to get the batteries all hooked up.
In HL2 City 17 - there's a scene where you and some rebels are trying to get through a combine gate.
This one looks at how you get a dropship to take troops to a particular location on a map.
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.
Part one of an In-depth tutorial covering the ins and outs of lighting in the Source Engine
In this tutorial we will take the room made in the last and put in two ways of turning the light on and off.
This tutorial shows how to make npc_metropolice and npc_combine_s patrol. It's based on ai_goal_actbusy and info_node_hint entities.
How to use XSI to detail your world geometry
AI path Finding in Half-Life 2
Made in Episode 1 config. Tutorial shows how to blow up doors with combine lock on.
Using the displacement feature
This is a tutorial on the 2-D skybox, which is the simpler of the two types of skybox in Hammer.
how to make rock structure from multiple displacements
How to place weapons with ammo in CS:S
Simple Swinging Light
In this tutorial I have tried to show how to set up scripted_sequences.
Making Maps Realistic
This is a tutorial about ncp_strider . It will cover walking.
You want to make a ceiling collapse, whether to let in combine soldiers or headcrabs, or just to block a route. In this tutorial, I'll be showing you the basics.
This tutorial shows how to place and link, ai_goal_assault, assault_assaultpoint and assault_rallypoint.
Blow up a wall with an airstrike
Shows how to make an angled pipe using displacements.
In several paces in the game, metropolice throw ignited explosive barrels down onto Freeman, in water.
A keypad tutorial with a difference
This is a tutorial showing how to make swing doors.
CSS hostage resuce
how to get npc_seagull to spawn and to fly.
This article can help bring your older mods back to life on Steam pipe
DON'T LOOK AWAY
Make combine NPCs hurl barrels at the player and fire at them
The Tangled Web We Weave: Ropes in HL2
This is a tutorial about stairs.
This is a tutorial for creating an initial block map for an outdoor real world location.
Want some realistic terrain? Read on!
Moving water layer
This is fairly basic and does not require an extensive knowledge of Hammer.
how to set up the exploding Gaspumps found in one of the coast levels.
Create a simple room with a light
Leaks, Pointfiles, and You
A handy database of links to peruse in your displacement endeavours
Portal: Changing Textures/Signs
Create a simple corridor in hammer
This is an extension of the tutorial on cameras.
This is a tutorial illustrating a use of the info_node_link. An entity that has a link to another info_nodethat can be turned on and off.
Hidden and Dangerous: npc_sniper
Placing a BuyZone in a CSS map.
This example demonstrates how to build a 21 floor spiral staircase using the Paste Special function.
This builds a BASIC ROOM takes you through making brushes, hollowing, placing the player, adding a light source and some basic texturing operations in Hammer
This tutorial shows how to insert your own .wav file and get a model (GMan in this case) to mouth what you have recorded.
This was my first tutorial, for a pop up ground turret as seen in d3_c17_10b
Tutorial on how to set up Floor turrets to shoot at your enemies.
Learn how to install the Source SDK correctly and how to use Valve’s Hammer Editor
This tutorial shows how to make a simple camera and project a scene onto a monitor.
How to construct one from scratch - though there is a prefab in Hammer.
Ever wondered how Valve made them, find out here!
This is the second tutorial on moving lasers. In this one the laser is in a round tunnel, it moves back and forward through the tunnel and revolves at the same time.
This shows how to put the Episode 2 car in your map. It also shows how to set up the radar unit, and an example of using it.
Part 1 - This tutorial shows how to make a single drawbridge.
This tutorial shows the basic steps to change from one map to another (level change)in the game.
This tutorial shows a way of getting two Combine soldiers to Rappel from a helicopter.
how I made the tunnels in my map
A tutorial covering how to make plugs that can be unplugged and plugged in over and over again, as well as learning how to use the combine power generator prefab.
This tutorial shows how you get a Dropship to drop a Strider.
how to make a mirror
This tutorial shows how to get citizens to jump down, as in the d3_c17_04 level HL2.
How to create destroyed holes realistically via the Clipping and Vertex Edit tools
This tutorial shows how to make the plug that features a lot in the game.
Create a TV with Breen talking on it
Creating a Skybox
This tutorial illustrates how to recreate the effect of Gordon Freeman waking, then getting up.
This tutorial was written by Boomstick123 (with hints from Bornstein) and creates a fully operational keypad for unlocking a door.
Illustrates the use of func_tracktrain, path_track and the phys_ragdoll_constraint.
This tutorial is another train oriented one. It shows how to make a couple of trains go from one tunnel to another, and after a short while they do it again endlessly.
Take your first steps into creating a map in Valve’s Source SDK.
One way of using trigger_look. In the VMF - you see a screen of the adjacent room, then a shelf falls down in the room enabling you to get a gun and ammo. Zombies Optional !
Import Custom Textures
Part 2. Add manhacks to your level that are hostile towards the player
Making a Camera
This is part of a series of tutorials on making better maps through simple techniques. This isn't about performance, this is about style, read another tutorial to get higher frame rates.
How to set up a zombie breaking through a wall, out of a cupboard and through metal panels (a bit like in the early coast level). I have tried to show a few ways of doing it using, and in the process illustrate a couple of ways of blowing up walls.
Create a simple setup with a door that rotates
*Clip clip* Learn it. Use it. Love it.
This tutorial was written in response to a query on the Chatbear forum. Shadowofamn wanted to know how to make a ladder, like a fire escape, that slides down to ground level so you can use it.
In this series of tutorials we will take the room made in the first tutorial, duplicate it, and make a two level room.
Illustrates a use of the trigger_wind entity. The VMF has a simple set up some containers on a table and a cardboard box are blown by a gust of wind.
Creating a Mounted gun, for Orange-box games and mods. (Ep2, etc)
An intermediate tutorial, it will try to give as much step by step as possible, but assumes you have Basic knowledge like making a room, placing entities and texturing.
High Dynamic Range can help you add that warm glow to your creation.
Reducing Vis Times
Ever wondered how you can make caves like in Episode 2?
Simple tute showing how to do this. Be aware that when they get shot a headcrab appears from nowhere !!
This tutorial shows how to make a breakable padlock, enabling access to a locked/padlocked area. This is the promised extension to the env_steam tutorial ( No: 51) and uses that VMF.
Triggered door with button
Using Math_Counters To Trigger Single Events From Multiple Triggers
How To make a ladder
The following tutorial shows how to spawn antlions that attack you.
Part two of an In-depth tutorial covering the ins and outs of lighting in the Source Engine
A different way of doing it
Add manhacks to your level that are hostile towards the player
This tutorial shows how to make an 'Iris' door.
Hang 'Em High: phys_ballsocket
Making Respawnable Entities
This tutorial shows how to 'fuel' an energy source.
This tutorial shows how to build a garage door that opens up and over.
This is another PORTAL tutorial. This one is the basic circular door model with the button that you put the box on to open it.
This is a basic tutorial about npc_helicopter
make antlions or other npc's assault / move to a place on the map
Making a Rope/Cable
Making a Spawn and func_buyzone in CS:S
Wanted to make something like in Unreal tournament a bounce pad,
You are able to examine a VMF and pull out the bits you are interested in looking at, and learn how Valve used entities and how they relate to each other, to achieve certain effects.
This is just an illlustration of what can be achieved with creative brushwork, so you don't always have square or rectangular rooms in your map.
In this tutorial we will learn how to use the sew command with displacement mapping, as well as a few tips for easier dispacement mapping.
making a moving background map on the menu page of the game.
Real Constructive: Hammer Geometry for Unreal Mappers
Want to make it look like your map is enormous without it actually being large? Read on!
Making a Rotating Door
A Physics Collapsing Ceiling
CSS Bomb target
This is another PORTAL tutorial. This one is the basic circular door model this time with two buttons needed to open the doors.
Making a Ladder
This is a basic tutorial by Raidenator on how to create a displacement brush. These are the brushes that are used mainly for creating terrain.
This is a simple tutorial; how to make it snow. The standard brush env_precipitation does not really work, everything in it looks like rain. However env_embers is a good substitute.
Set the mood of a scene easily using Source's in-game GUI colour correction editor.
This is another tutorial about ncp_strider. It will cover crouching and crouch/walking under things. This was difficult to get to work, but the important issue seems to be make sure there is enough space all around the strider.
This is a PORTAL tutorial. Shows how to construct the Rocket Gun - from a VMF by Bud Doug Lee.
Illustrates how to make fast zombies climb. Also in here is a way of starting the map in cheat mode on map spawn.
How to get physics objects into your Source engine maps
In this and the last tutorial, I have tried to show how to set up a zombie breaking through walls: out of a cupboard and through metal panels
This is a tutorial about rappeling. Cops and combines dropping out of the air to make life difficult for the player.
This is an example using the undocumented info_lighting_relative entity. Its primary use seems to be to light a prop_dynamic or prop_physics in a situation where a normal lighting source will not fit, or where a special lighting effect is desired.
Looks at both way of putting a sun (env_sun) into your map.
This is a tutorial on the ai_relationship entity. It will emerge in parts as I experiment with what works and what doesn't. In this tutorial we will look at how to get the npc_combine_s to ignore the player.
this shows how to make the headcrab canisters that crash in from the sky and disgorge a number of headcrabs.
This Tutorial covers some very basic stuff about env_global specifically the effect of the Gordon Pre-criminal setting in relation to NPC_Citizens following or not following the player.