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  1. [TUTORIAL] How to make an intro movie!
  2. [TUTORIAL] The right ways to do Displacements
  3. [TUTORIAL] Custom Map Objective(s) (multiple languages)
  4. [TIPS] What adds Detail to your map?
  5. [TIPS] TF2 Character proportions
  6. [Tutorials]Making awesome doors!
  7. [TUTORIAL] Displacement Pipes/Sewers
  8. [TUTORIAL] Making a cool 3d skybox.
  9. [TIP] Props on top
  10. [TUTORIAL] Menu Photo's
  11. [TUTORIAL/PREFAB] Flag return from pits of death.
  12. [TIP] Don't get hung up on the details
  13. [TIP]Icons for your Text Messages
  14. [TIP] Face Normal disp edit and a helper
  15. [TUTORIAL] Custom Objective Icons using Photoshop
  16. [TUTORIAL] Vital setup to adhere to server timelimit
  17. [TUTORIAL] the TF_GAMERULES entity
  18. [TUTORIAL] - Using animated props on trigger..
  19. [TUTORIAL] Flowing Water
  20. [TUTORIAL] A Beginner's Guide:The Spawn Room
  21. [TUTORIAL] CTF Capture entities and tricks.
  22. [INFO] CTF Gametypes
  23. [Tutorial] Mapping for TF2 - BIG
  24. [TUTORIAL] Adding a working control point in CTF
  25. [TIP] What other resources can I use?
  26. [INFO] trigger_capture_area time settings
  27. [Tutorial] Optimization
  28. [Tutorial] Fixing deaths and senteries in respawn - All maps need this
  29. [INFO] How to make a complex map not entity CRASH!
  30. SCTF: Sequential Capture The Flag
  31. [EXAMPLE] Attack/Defend
  32. [Tutorial/Prefab] Flag Carrier Only Doors
  33. cp map overview
  34. [TUTORIAL] Counting control points owned + Custom team scoring system
  35. [INFO] Illustrative Rendering
  36. [TUTORIAL] Respawn Timers
  37. [Tutorial] Flag Indicators on a Push map
  38. [Tutorial] How to set up Territorial Control rules (like Hydro)
  39. [Tutorial] CTF with Forward Spawns (For Large Maps)
  40. [TUTORIAL] The Elevator Trifecta
  41. [GUIDE] Youme's guide to displacement cliffs
  42. [TUTORIAL] Complete Guide to Adding Custom Objects to your TF2 Map
  43. [Sounds] Invade CTF announcer sounds
  44. [TIP] Leaks, Hints and Areaportals
  45. [Tutorial]Easy TF2 style cliff textures
  46. [tutorial]Quick (re)viewing a map.
  47. Trackhed's Texturing Journal
  48. [Guide] Details: how VALVe do it
  49. [GUIDE] Learning to Use the Command Line, the Console, and .CFG Scripts
  50. [TUTORIAL] Brush merging
  51. [Tutorial] MacNetrons guide to Gravelpit-like CP maps
  52. TF2 Texture Tips thread
  53. Optimization: Prop/Model hiding
  54. Quick optimization tips...
  55. Mistakes I've Made: Learning to Texture
  56. Quick testing/compiling
  57. [TUTORIAL] Making Stationary and Moving, Breakable, Respawning Targets
  58. The best optimization guide ya will find :P
  59. [TIP] Batch compiling custom textures
  60. [TUTORIAL] Basic visibility control
  61. [TUTORIAL] Understanding lightmaps
  62. [TIP] Tricky textures to find
  63. [TUTORIAL] Making a texture with a normal map
  64. [INFO] weapon entity names
  65. Deathmap Tutorial
  66. [TUTORIAL] Adding a working control point to your map
  67. How To Get Custom Textures In Maps
  68. [Video Tutorial] Making a 5 Control Point Map
  69. [INFO] Playload entity setup.
  70. [TUTORIAL] Stepped Hillside Displacements
  71. [Info] Map Naming Standards
  72. [Insperation] AL-AH FRANCE
  73. [Video Tutorials] Hammer Basics
  74. Real time reflections w/ HL2 engine
  75. [TUTORIAL] Mapping Faster with Scripts
  76. [Tutorial/Tip] Adding more detail to spawn rooms!
  77. [INTRO VIDEO] Hammer Interface and Tools
  78. [TIP]Exploring official maps on Hammer
  79. [TUTORIAL] Doing a cute cave
  80. [TUTORIAL] TF2 Style Fast and Easy
  81. [Source file]Timer example map
  82. [Tutorial] REMOVING UGLY SHADOWS
  83. CAP that is not neccesary to win (Intermediate Tutorial)
  84. [TUTORIAL] Fine HDR tuning
  85. [TUTORIAL] Workaround of func_rotating
  86. [Tutorial] Making a Poster Overlay
  87. [TUTORIAL] Applying Valve's dirt to your own textures
  88. [Tutorial] Rotating Brush
  89. [Info] Arena maps, everything you need to know
  90. [INFO] Checkers as cubemaps
  91. [protip] About Compiling
  92. [TUTORIAL] Single Flag CTF with flag team switching.
  93. Quick & Easy Models
  94. Making Hammer not use the Win-98 era controls
  95. [VIDEO] Creating, texturing and importing a simple object into a Source game.
  96. [INFO] Source engine entity limit & more
  97. [Resource] VDC search plugin
  98. [TUTORIAL] func_rotating replacement
  99. [TUTORIAL] Taking the best possible map screenshots
  100. [INFO] About team respawn settings (its also the fix if yours failed to work)
  101. TF2 Mapping Tutorials
  102. [TUTORIAL]Angled roofs
  103. [INFO] TF2 Particles List
  104. Fake Cel Shading
  105. [TUTORIAL] Making a sports or sports-like map
  106. Cubemaps - What and how
  107. [INFO]: Payload Track Lengths in Badwater for Reference
  108. AD-CP ( Attack and Defend Capture Points ) Prefab of basic entities
  109. Ultimate Mapping Resource Pack
  110. [Prefab] Los Alamos Project
  111. [Tip] Using Notepad, sed to save you time with editing entities, brushes, materials.
  112. Blend Library v1.0
  113. [GUIDE] How to design and make a good map.
  114. Environment Gallery - No more decompiling of Valve's maps!
  115. Adding a custom quicklist photo
  116. [TUTORIAL] How to add textures into .bsp during compile.
  117. [Tutorial] Overlay
  118. [Info] Fine tuning lights
  119. [Tip] Speeding up Your Mapping
  120. Gameplay theory test: Dustbowl
  121. -staticproplighting and why NOT to use it
  122. [Tip] How to Get Great Feedback
  123. [QnD] Grimz Quick and Dirty 3d skybox
  124. [TUTORIAL] The Complete Guide To Implementing Custom Skybox Textures And Env Lighting
  125. Valve Maps(Decompiled) 8/20/2009
  126. Timesaving: Hammer's shortcuts.
  127. [Resource] FGD with tf_logic_arena
  128. Mapping Tutorial Links
  129. Rat map tutorial, HELP!
  130. Detail Displacement Foilage.
  131. [TUTORIAL] Catmull Demo Smoothing (Easier than Valve's!)
  132. Some of the best Hammer Tut videos out there..
  133. Improve the detail in Hammer!
  134. [Guide] How to make a proper readme
  135. Select all faces with same texture
  136. [Tutorial] .dem to .avi without Fraps
  137. [TIP] Taking Notes
  138. Custom Hologram Templates
  139. [INFO] Trigger_hurt damage types and effects
  140. [Tutorial] The sawmill sawblade
  141. [Useful] Lighting Prefabs!
  142. Intel return countdown display
  143. [Tutorial] Simple Soundscapes
  144. [Useful] Lighting Library
  145. [TIP] orienting info_observer_point entities
  146. [Useful] size textures
  147. [Resource] Team Fortress 2 Map Release Checklist
  148. Old Advice Made New Again
  149. [Tutorial] Creating your own Payload Explosions with Rayfire and 3ds Max
  150. [TUTORIAL] Getting BSP statistics the easy way: vbspinfo.exe
  151. [Particles] Weather Effects with Collisions!
  152. [Tip] Track Shadows (and why not to disable them)
  153. Figuring out the train
  154. [TUTORIAL] Intro Movies
  155. [Tutorial/Example] 'Bomb The Base' CTF variant game mode
  156. [Tutorial] The Train
  157. Swamp Theme Expansion - You choose the content!
  158. Swamp Theme Patch - 08/06/09
  159. [Download] Payload Rollback and Rolldown
  160. [Tutorial] How to remove the green tint on compressed textures
  161. [Tip] Doors with bullet ricochets!
  162. [Tip] Clipping with trigger_push!
  163. [Tip] Quickly modify many props' properties
  164. [TUTORIAL] KOTH as Valve does it
  165. [DIY] Custom Office Door
  166. RenStrike's HD Video Tutorials
  167. [Tutorial]Particle Effect Editor
  168. [Article] Stairs and your map.
  169. How to make the engineer's buildables stick to moving objects
  170. [Request] Areaportals + Occulation
  171. [Prefab] Jonah's A/D CTF prefab
  172. [Tutorial] Control Point Race "cpr_"
  173. [TUTORIAL] Compiling Models with ConTEXT
  174. Decompiled classless maps
  175. [Tutorial] The complete guide to decompiling and recompiling models!
  176. Blender 3D modelling walktrough
  177. Changing the return time
  178. [TIP] Utilising the power of Paste Special
  179. [Tutorial] Custom Soundscapes
  180. [TUTORIAL] Creating your own animated menu background
  181. [Tutorial] DJive - Skybox editing.
  182. [Tutorial] Maptesting using bots
  183. [Tutorial] Make a map brighter (beginners)
  184. [Tutorial] Navigating in Particle Editor
  185. Mapper's toolbar
  186. [DIY] Make Overlays like Void
  187. Bens Small Bible of Realistic Multiplayer Level Design
  188. [Note] "Battlement"
  189. 1 Bomb Game Type (WIP)
  190. [Info] The Ten Commandments of TF2 Level Design.
  191. [Info] Special entitynames
  192. [RELEASE] Engineer's counter
  193. Just a little something
  194. [Tutorial] Good Health and Ammo Pickup Placement
  195. [Info] Cutting down on T-junctions without models.
  196. [Tutorial] Badlands styled displacements
  197. [Useful] Danger sign template (texture)
  198. [Tutorial] How the halloween stuff works
  199. [Tutorial] Explanation of the exploding pumpkins
  200. [Info] Halloween Entities: What's New?
  201. [TIP] Create additional displacements from an already displaced brush!
  202. [Info] The Development(dev) process
  203. [Tutorial]Create and Add your Own Entities
  204. [Tutorial] TF2 Style Textures From Photos
  205. [Tutorial] Areaportals - All you need to know
  206. [Tutorial] Building Buildings (houses and stuff)
  207. [Tutorial] Building angled roofs (the Valve way!)
  208. The Big Particle Editor Tutorial
  209. Particle Editor Tutorial #2 - Installing your particle file
  210. [GUIDE] Balance, layout and your A/D map.
  211. [Tutorial]How to decompile maps
  212. [Resource] SDK Desktop Icon