- [TUTORIAL] How to make an intro movie!
- [TUTORIAL] The right ways to do Displacements
- [TUTORIAL] Custom Map Objective(s) (multiple languages)
- [TIPS] What adds Detail to your map?
- [TIPS] TF2 Character proportions
- [Tutorials]Making awesome doors!
- [TUTORIAL] Displacement Pipes/Sewers
- [TUTORIAL] Making a cool 3d skybox.
- [TIP] Props on top
- [TUTORIAL] Menu Photo's
- [TUTORIAL/PREFAB] Flag return from pits of death.
- [TIP] Don't get hung up on the details
- [TIP]Icons for your Text Messages
- [TIP] Face Normal disp edit and a helper
- [TUTORIAL] Custom Objective Icons using Photoshop
- [TUTORIAL] Vital setup to adhere to server timelimit
- [TUTORIAL] the TF_GAMERULES entity
- [TUTORIAL] - Using animated props on trigger..
- [TUTORIAL] Flowing Water
- [TUTORIAL] A Beginner's Guide:The Spawn Room
- [TUTORIAL] CTF Capture entities and tricks.
- [INFO] CTF Gametypes
- [Tutorial] Mapping for TF2 - BIG
- [TUTORIAL] Adding a working control point in CTF
- [TIP] What other resources can I use?
- [INFO] trigger_capture_area time settings
- [Tutorial] Optimization
- [Tutorial] Fixing deaths and senteries in respawn - All maps need this
- [INFO] How to make a complex map not entity CRASH!
- SCTF: Sequential Capture The Flag
- [EXAMPLE] Attack/Defend
- [Tutorial/Prefab] Flag Carrier Only Doors
- cp map overview
- [TUTORIAL] Counting control points owned + Custom team scoring system
- [INFO] Illustrative Rendering
- [TUTORIAL] Respawn Timers
- [Tutorial] Flag Indicators on a Push map
- [Tutorial] How to set up Territorial Control rules (like Hydro)
- [Tutorial] CTF with Forward Spawns (For Large Maps)
- [TUTORIAL] The Elevator Trifecta
- [GUIDE] Youme's guide to displacement cliffs
- [TUTORIAL] Complete Guide to Adding Custom Objects to your TF2 Map
- [Sounds] Invade CTF announcer sounds
- [TIP] Leaks, Hints and Areaportals
- [Tutorial]Easy TF2 style cliff textures
- [tutorial]Quick (re)viewing a map.
- Trackhed's Texturing Journal
- [Guide] Details: how VALVe do it
- [GUIDE] Learning to Use the Command Line, the Console, and .CFG Scripts
- [TUTORIAL] Brush merging
- [Tutorial] MacNetrons guide to Gravelpit-like CP maps
- TF2 Texture Tips thread
- Optimization: Prop/Model hiding
- Quick optimization tips...
- Mistakes I've Made: Learning to Texture
- Quick testing/compiling
- [TUTORIAL] Making Stationary and Moving, Breakable, Respawning Targets
- The best optimization guide ya will find :P
- [TIP] Batch compiling custom textures
- [TUTORIAL] Basic visibility control
- [TUTORIAL] Understanding lightmaps
- [TIP] Tricky textures to find
- [TUTORIAL] Making a texture with a normal map
- [INFO] weapon entity names
- Deathmap Tutorial
- [TUTORIAL] Adding a working control point to your map
- How To Get Custom Textures In Maps
- [Video Tutorial] Making a 5 Control Point Map
- [INFO] Playload entity setup.
- [TUTORIAL] Stepped Hillside Displacements
- [Info] Map Naming Standards
- [Insperation] AL-AH FRANCE
- [Video Tutorials] Hammer Basics
- Real time reflections w/ HL2 engine
- [TUTORIAL] Mapping Faster with Scripts
- [Tutorial/Tip] Adding more detail to spawn rooms!
- [INTRO VIDEO] Hammer Interface and Tools
- [TIP]Exploring official maps on Hammer
- [TUTORIAL] Doing a cute cave
- [TUTORIAL] TF2 Style Fast and Easy
- [Source file]Timer example map
- [Tutorial] REMOVING UGLY SHADOWS
- CAP that is not neccesary to win (Intermediate Tutorial)
- [TUTORIAL] Fine HDR tuning
- [TUTORIAL] Workaround of func_rotating
- [Tutorial] Making a Poster Overlay
- [TUTORIAL] Applying Valve's dirt to your own textures
- [Tutorial] Rotating Brush
- [Info] Arena maps, everything you need to know
- [INFO] Checkers as cubemaps
- [protip] About Compiling
- [TUTORIAL] Single Flag CTF with flag team switching.
- Quick & Easy Models
- Making Hammer not use the Win-98 era controls
- [VIDEO] Creating, texturing and importing a simple object into a Source game.
- [INFO] Source engine entity limit & more
- [Resource] VDC search plugin
- [TUTORIAL] func_rotating replacement
- [TUTORIAL] Taking the best possible map screenshots
- [INFO] About team respawn settings (its also the fix if yours failed to work)
- TF2 Mapping Tutorials
- [TUTORIAL]Angled roofs
- [INFO] TF2 Particles List
- Fake Cel Shading
- [TUTORIAL] Making a sports or sports-like map
- Cubemaps - What and how
- [INFO]: Payload Track Lengths in Badwater for Reference
- AD-CP ( Attack and Defend Capture Points ) Prefab of basic entities
- Ultimate Mapping Resource Pack
- [Prefab] Los Alamos Project
- [Tip] Using Notepad, sed to save you time with editing entities, brushes, materials.
- Blend Library v1.0
- [GUIDE] How to design and make a good map.
- Environment Gallery - No more decompiling of Valve's maps!
- Adding a custom quicklist photo
- [TUTORIAL] How to add textures into .bsp during compile.
- [Tutorial] Overlay
- [Info] Fine tuning lights
- [Tip] Speeding up Your Mapping
- Gameplay theory test: Dustbowl
- -staticproplighting and why NOT to use it
- [Tip] How to Get Great Feedback
- [QnD] Grimz Quick and Dirty 3d skybox
- [TUTORIAL] The Complete Guide To Implementing Custom Skybox Textures And Env Lighting
- Valve Maps(Decompiled) 8/20/2009
- Timesaving: Hammer's shortcuts.
- [Resource] FGD with tf_logic_arena
- Mapping Tutorial Links
- Rat map tutorial, HELP!
- Detail Displacement Foilage.
- [TUTORIAL] Catmull Demo Smoothing (Easier than Valve's!)
- Some of the best Hammer Tut videos out there..
- Improve the detail in Hammer!
- [Guide] How to make a proper readme
- Select all faces with same texture
- [Tutorial] .dem to .avi without Fraps
- [TIP] Taking Notes
- Custom Hologram Templates
- [INFO] Trigger_hurt damage types and effects
- [Tutorial] The sawmill sawblade
- [Useful] Lighting Prefabs!
- Intel return countdown display
- [Tutorial] Simple Soundscapes
- [Useful] Lighting Library
- [TIP] orienting info_observer_point entities
- [Useful] size textures
- [Resource] Team Fortress 2 Map Release Checklist
- Old Advice Made New Again
- [Tutorial] Creating your own Payload Explosions with Rayfire and 3ds Max
- [TUTORIAL] Getting BSP statistics the easy way: vbspinfo.exe
- [Particles] Weather Effects with Collisions!
- [Tip] Track Shadows (and why not to disable them)
- Figuring out the train
- [TUTORIAL] Intro Movies
- [Tutorial/Example] 'Bomb The Base' CTF variant game mode
- [Tutorial] The Train
- Swamp Theme Expansion - You choose the content!
- Swamp Theme Patch - 08/06/09
- [Download] Payload Rollback and Rolldown
- [Tutorial] How to remove the green tint on compressed textures
- [Tip] Doors with bullet ricochets!
- [Tip] Clipping with trigger_push!
- [Tip] Quickly modify many props' properties
- [TUTORIAL] KOTH as Valve does it
- [DIY] Custom Office Door
- RenStrike's HD Video Tutorials
- [Tutorial]Particle Effect Editor
- [Article] Stairs and your map.
- How to make the engineer's buildables stick to moving objects
- [Request] Areaportals + Occulation
- [Prefab] Jonah's A/D CTF prefab
- [Tutorial] Control Point Race "cpr_"
- [TUTORIAL] Compiling Models with ConTEXT
- Decompiled classless maps
- [Tutorial] The complete guide to decompiling and recompiling models!
- Blender 3D modelling walktrough
- Changing the return time
- [TIP] Utilising the power of Paste Special
- [Tutorial] Custom Soundscapes
- [TUTORIAL] Creating your own animated menu background
- [Tutorial] DJive - Skybox editing.
- [Tutorial] Maptesting using bots
- [Tutorial] Make a map brighter (beginners)
- [Tutorial] Navigating in Particle Editor
- Mapper's toolbar
- [DIY] Make Overlays like Void
- Bens Small Bible of Realistic Multiplayer Level Design
- [Note] "Battlement"
- 1 Bomb Game Type (WIP)
- [Info] The Ten Commandments of TF2 Level Design.
- [Info] Special entitynames
- [RELEASE] Engineer's counter
- Just a little something
- [Tutorial] Good Health and Ammo Pickup Placement
- [Info] Cutting down on T-junctions without models.
- [Tutorial] Badlands styled displacements
- [Useful] Danger sign template (texture)
- [Tutorial] How the halloween stuff works
- [Tutorial] Explanation of the exploding pumpkins
- [Info] Halloween Entities: What's New?
- [TIP] Create additional displacements from an already displaced brush!
- [Info] The Development(dev) process
- [Tutorial]Create and Add your Own Entities
- [Tutorial] TF2 Style Textures From Photos
- [Tutorial] Areaportals - All you need to know
- [Tutorial] Building Buildings (houses and stuff)
- [Tutorial] Building angled roofs (the Valve way!)
- The Big Particle Editor Tutorial
- Particle Editor Tutorial #2 - Installing your particle file
- [GUIDE] Balance, layout and your A/D map.
- [Tutorial]How to decompile maps
- [Resource] SDK Desktop Icon