Lists of Special Effects in level design

As a courtesy, please do not edit this while this message is displayed.
If this page has not been edited for at least several hours to a few days, please remove this template. This message is intended to help reduce edit conflicts; please remove it between editing sessions to allow others to edit the page.
The person who added this notice will be listed in its edit history should you wish to contact them.
Abstract Mapping series Discuss your thoughts - Help us develop the articles or ideas you want |
---|
Ammunition | List of HL2 Animals and Creatures | Mapping with Antlions | Beams and Lasers | Cables and Ropes | Moving Clouds | Color Theory in Level Design | Combat | Combine | Compression (Source 1) | Doors | Dust, Fog, & Smoke | Elevators | Level Transitions | Environmental Lighting, Sun, Weather, & Outdoors | Explosions | Fire | Half-Life 2 Foliage | Glass & Windows | Headcrab | Health | Ladders | Lighting | Optimization (level design) | Physics | Retinal scanners | Sound and Music | Special effects | Terrain | Trains | Turrets | Water | Weapons | Zombie |
Mapping
These are effects that can be added to maps without messing with code or configuration files.
Entities
- env_ar2explosion (see Notes)
- env_beam — laser or column of light; see also env_laser
- env_blood — spatters blood
- env_bubbles
- env_citadel_energy_core
- env_dustpuff — dust; see also Dust, Fog, & Smoke
- env_effectscript (advanced)
- env_embers
- env_entity_igniter — lights things on fire
- env_explosion (see Notes)
- env_fade — camera fade, eg fade to black or fade from black
- env_fire — fire or plasma
- env_firesource — causes nearby combustible items to burn
- env_flare — red flare (like a road flare)
- env_fog_controller — adds fog to level; see also Dust, Fog, & Smoke
- env_funnel — teleporter funnel effect from HL1
- env_gunfire — shoots tracers
- env_laser — laser; see also env_beam
- env_lightglow — puts a glowing halo around a light source
- env_muzzleflash
- env_particlescript (advanced)
- env_physexplosion (see Notes)
- env_physimpact (see Notes)
- env_rotorshooter — shoots out gibs when near a helicopter
- env_rotorwash — causes small objects to blow around when near a helicopter
- env_screenoverlay — superimposes an image over the player's view; see also intro_script
- env_shake — vibrations, tremors, and earthquakes
- env_shooter — shoots entities, models, or sprites
- env_smokestack — see also Dust, Fog, & Smoke
- env_smoketrail — see also Dust, Fog, & Smoke
- env_spark
- env_splash — creates a splash in water
- env_sprite
- env_starfield — a moving starfield, as seen in the end of HL1
- env_steam — a jet of steam
- env_sun — creates a glare in the sky; used to make the sun look more realistic
- env_terrainmorph
- env_texturetoggle (may require custom materials)
- env_tonemap_controller — adjusts the light sensitivity of the player's virtual eyes
- env_wind
- env_zoom
Notes
- There are several different explosion entities. TODO: explain the differences here