Category:Level Design: Difference between revisions
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* [[How to Release A Map]] | * [[How to Release A Map]] | ||
* [[Converting brush structures in your map into a prop static with XSI Mod Tool|Converting brush structures into a prop_static]] | * [[Converting brush structures in your map into a prop static with XSI Mod Tool|Converting brush structures into a prop_static]] | ||
* [[Decompiling Maps]] | |||
==Troubleshooting== | ==Troubleshooting== |
Revision as of 13:18, 4 February 2006
See the bottom of this page for an alphabetical list of all topics related to level design. Some topics are not listed here at the top.
The Essentials
If you're just starting out with mapping, you should go through these articles first.
- Source Mapping for Half-Life 1 Mappers
- Introduction to Editing
- Your First Half-Life 2: Deathmatch Room
- Creating Brushes
- Applying Materials
- Creating Entities
- 3D and 2D Views
- Reshaping Solids
- Leaks Explained
- Adding Water
- Cubemaps
- How To Develop A Map That Works
- Abstract Mapping — mapping tasks organized by concept rather than technical name
Hammer Editor Reference
This is the main help page that appears when you choose Help inside the editor. Lists all of the commands, shortcuts, and options available in the program.
Counter-Strike: Source specific topics
Single-player Half-Life 2 specific topics
- Artificial Intelligence
- Single-Player Mapping Tips
- Regions & Atmospheres - descriptions of gameplay, visual and aural styles used in particular sections of Half-Life 2 and beyond.
Advanced Topics
General Information
- Overview of Prop Types
- Physics Entity Overview
- Displacement Surfaces (Terrain)
- Entity Inputs and Outputs
- Entity List
- Entity Hierarchy (parenting)
- Grouping and VisGrouping
- Creating and Using Prefabs
- Using Bspzip to Embed Custom Content
- Filter Applications
- Prop Gallery
Instructional
- Creating Menu Background Maps
- Mini-mod Tutorial
- 3D Skyboxes
- Ladders
- Cables and Ropes
- Breakable Glass
- Level Overviews
- Flowing Water
- Sound Sensitive Trigger
- Optimization
- How To Take Screenshots
- How to Release A Map
- Converting brush structures into a prop_static
- Decompiling Maps
Troubleshooting
- Optimizing and Checking Your Map
- Controlling Geometry Visibility and Compile Times
- Using the Showbudget Panel
- Troubleshooting Level Design -- One stop solution source for mapping problems.
- Compile Errors -- List of compile errors (work in progress)
- Hammer Feature Requests -- If you'd like to see something changed in Hammer, post it here.
See also the Source SDK FAQ category for general questions and problems.
Subcategories
This category has the following 41 subcategories, out of 41 total.
A
- Abstract Mapping (40 P)
- Alien Swarm (53 P)
B
- BrainBread Level Design (1 P)
C
- Cry of Fear Level Design (empty)
- Custom FGDs (15 P)
D
- Dark Messiah level design (empty)
- Day of Defeat Level Design (6 P)
- Displacements (9 P)
E
F
- Fog (16 P)
G
H
- Half-Life 2 level design (empty)
- Half-Life Continuity (71 P)
- Half-Life: Alyx entities (62 P)
- HL2DM level design (1 P)
I
L
- Left 4 Dead level design (2 P)
- Level Design FAQ (42 P)
N
- Nodes (2 P)
P
- Paranoia Level Design (1 P)
- Portal 2 Level Design (106 P)
- Portal level design (empty)
- Prefabs (26 P)
R
- Regions & Atmospheres (51 P)
- Ricochet Level Design (2 P)
S
T
- The Ship level design (empty)
W
Pages in category "Level Design"
The following 200 pages are in this category, out of 682 total.
(previous page) (next page)A
- Adding chapters to your mod
- Adding Light
- Adding More Detail to a map
- Adding Point Entities
- Adding Prop Models
- Adding Water
- Adrenaline Gamer 2.fgd
- Adrenaline Gamer.fgd
- Advanced HDR
- Advanced Lighting
- AI Metrics
- AIN
- Alien Swarm Deferred.fgd
- Alien Swarm Level Creation/Your first Alien Swarm map
- Alien Swarm Mapper's Reference
- Alien Swarm Sky List
- Alien Teleport Effect (HL1)
- Ambient light
- Ammo pack (TFC)
- Antlions: Random Spawn
- Applying Materials
- Applying Textures
- Applying Textures/v2draft
- Areaportal
B
- Base Defense.fgd
- Base.fgd/Dota 2
- Base.fgd/Dota 2 (Source)
- Base.fgd/Team Fortress 2 Classic
- BaseClass fgd
- Basic Construction
- Blowout Doors
- Bms.fgd
- Bms.fgd (2012)
- Bonus Maps
- Bounce (level design)
- Box dropper
- BrainBread.fgd
- Breakable Glass
- Brush
- BSP Content Extraction
- BSPEntSpy
- BSPSource
- BTS Light Sources
- BTS Sewer Room
- BTS Support Beams
- BTS Turret Repair Rooms
- Buildcubemaps
C
- Cables and Ropes
- Car Explosions
- Ccp mechanics
- Choosing Player Models
- Clip texture
- Clock
- Color Correction
- Color Theory in Level Design
- Combine Destiny.fgd
- Compile Errors
- Complex Brush Creation
- Complimentary Victory Lift
- Configuring Hammer for Day of Defeat
- Configuring Hammer for Deathmatch Classic
- Configuring Hammer for Half-Life
- Configuring Hammer for Half-Life Deathmatch: Source
- Configuring Hammer for Half-Life: Source
- Confiscation Field
- Constant-Linear-Quadratic Falloff
- Controlling portals
- Converting brushes to models with XSI
- Converting Brushwork
- Converting Entities
- Converting Textures
- Counter-Strike 2 Workshop Tools/Level Design/Compiling
- Counter-Strike/Level Design
- Counter-Strike/Level Design/Assassination Scenario
- Counter-Strike/Level Design/Defusion Scenario
- Counter-Strike/Level Design/Escape Scenario
- Counter-Strike/Level Design/Hostage Scenario
- Counter-Strike: Global Offensive GDC Vault Video List
- Counter-Strike: Global Offensive Level Creation
- Counter-Strike: Global Offensive/Game Modes/Arms Race
- Counter-Strike: Global Offensive/Game Modes/Co-op Strike
- Counter-Strike: Global Offensive/Game Modes/Custom
- Counter-Strike: Global Offensive/Game Modes/Danger Zone
- Counter-Strike: Global Offensive/Game Modes/Demolition
- Counter-Strike: Global Offensive/Game Modes/Guardian
- Counter-Strike: Global Offensive/Game Modes/Retakes
- Counter-Strike: Global Offensive/Game Modes/Wingman
- Counter-Strike: Source Level Creation
- Crafty
- Crate
- Create traffic lights
- Creating a Bomb Defusal Map
- Creating a brush entity
- Creating a Classic Counter-Strike Map
- Creating a Curved Hallway
- Creating a Dreamball Map
- Creating a Hostage Rescue Map
- Creating a Level
- Creating a moving platform
- Creating a portal elevator
- Creating a Portal Radio
- Creating a portal/object fizzler
- Creating a Room
- Creating a rotating portalgun
- Creating a security camera
- Creating a Turret door
- Creating a wake-up bed
- Creating a wall light
- Creating a working mini-map for CS:GO
- Creating An Auto Portal
- Creating an energy ball launcher and catcher
- Creating an HL2DM megacharger
- Creating an incinerator
- Creating an Observation Hallway
- Creating Angled Geometry
- Creating Brush Entities
- Creating BTS Fans
- Creating CCP maps
- Creating indicator lights
- Creating multiple buttons for one door
- Creating Player Spawns in Day of Defeat Source
- Creating poison water
- Creating Portal Breaking Ladders
- Creating Portal Cat Walks
- Creating Portal Doors
- Creating Portal Ducts
- Creating Portal Neurotoxin Gas
- Creating Portal Piston Panels
- Creating Portal Piston Types
- Creating Portal Speakers
- Creating Portal Turret Claws
- Creating Portal turrets
- Creating Portal Vacuum Tubes
- Creating Portal Vents
- Creating Spawns
- Crowbar How to
- Cry of Fear.fgd
- Counter-Strike.rad
- CS:GO Spectator Tools
- Cubemaps
- Cubemaps (Source 2)
- Custom Compiler GUI
- Custom Testchamber Signs
D
- Damage types
- Dark Messiah Entities
- Dark Messiah: Multi-Player Level Creation
- Dark Messiah: Single-Player Level Creation
- Day of Defeat 4.1.fgd
- Day of Defeat.fgd
- Day of Defeat: Source Mapper's Reference
- De/Left 4 Dead Level Creation
- Deathmatch Classic 3.0.0.3.fgd
- Deathmatch Classic.fgd
- Deathmatch Classic.rad
- Decompiling Maps
- Detail props
- Detailing BTS Areas
- Detailing BTS Wall Pipes
- Detailing metal walls
- Digital Paintball Redux.fgd
- Dimensions/Left 4 Dead
- Dissection of Official L4D2 Campaigns
- DODS/Creating cap zones
- DODS/Creating the detonation map type
- DODS/Creating the main map area
- DODS/Creating Weapon Spawns
- Door creation
- Doors
- Dota 2 (Source).fgd
- Dota 2.fgd
- Dystopia Level Creation