View Full Version : Tutorials & Resources
- [TUTORIAL] How to make an intro movie!
- [TUTORIAL] The right ways to do Displacements
- [TUTORIAL] Custom Map Objective(s) (multiple languages)
- [Tutorials]Making awesome doors!
- [TUTORIAL] Displacement Pipes/Sewers
- [TUTORIAL] Making a cool 3d skybox.
- [TUTORIAL] Menu Photo's
- [TUTORIAL/PREFAB] Flag return from pits of death.
- [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.
- [Tutorial] Mapping for TF2 - BIG
- [TUTORIAL] Adding a working control point in CTF
- [Tutorial] Optimization
- [Tutorial] Fixing deaths and senteries in respawn - All maps need this
- [Tutorial/Prefab] Flag Carrier Only Doors
- [TUTORIAL] Counting control points owned + Custom team scoring system
- [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
- TF2 Mapping-Link Resources
- [TUTORIAL] Complete Guide to Adding Custom Objects to your TF2 Map
- [TIP] Leaks, Hints and Areaportals
- [Tutorial]Easy TF2 style cliff textures
- [TUTORIAL] Brush merging
- [Tutorial] MacNetrons guide to Gravelpit-like CP maps
- [TUTORIAL] Making Stationary and Moving, Breakable, Respawning Targets
- [TUTORIAL] Basic visibility control
- [TUTORIAL] Understanding lightmaps
- [TUTORIAL] Making a texture with a normal map
- [INFO] weapon entity names
- Deathmap Tutorial
- [TUTORIAL] Adding a working control point to your map
- [Video Tutorial] Making a 5 Control Point Map
- [TUTORIAL] Stepped Hillside Displacements
- [TUTORIAL] Mapping Faster with Scripts
- [Tutorial/Tip] Adding more detail to spawn rooms!
- [TUTORIAL] Doing a cute cave
- [TUTORIAL] TF2 Style Fast and Easy
- [Tutorial] REMOVING UGLY SHADOWS
- CAP that is not neccesary to win (Intermediate Tutorial)
- Readme 1st: Common TF2 mapping mistakes and how to fix them
- [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] Checkers as cubemaps
- [TUTORIAL] Single Flag CTF with flag team switching.
- [VIDEO] Creating, texturing and importing a simple object into a Source game.
- [INFO] Source engine entity limit & more
- [TUTORIAL] func_rotating replacement
- [TUTORIAL] Taking the best possible map screenshots
- [TUTORIAL]Angled roofs
- [INFO] TF2 Particles List
- [TUTORIAL] Making a sports or sports-like map
- Ultimate Mapping Resource Pack
- [Prefab] Los Alamos Project
- 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
- [QnD] Grimz Quick and Dirty 3d skybox
- [TUTORIAL] The Complete Guide To Implementing Custom Skybox Textures And Env Lighting
- Valve Maps(Decompiled)
- [TUTORIAL] Catmull Demo Smoothing (Easier than Valve's!)
- [Tutorial] .dem to .avi without Fraps
- [Tutorial] The sawmill sawblade
- [Tutorial] Simple Soundscapes
- [Useful] Lighting Library
- [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)
- [TUTORIAL] Intro Movies
- [Tutorial/Example] 'Bomb The Base' CTF variant game mode
- [Tutorial] The Train
- [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
- [Tutorial]Particle Effect Editor
- [Article] Stairs and your map.
- [Tutorial] Control Point Race "cpr_"
- [TUTORIAL] Compiling Models with ConTEXT
- [Tutorial] The complete guide to decompiling and recompiling models!
- [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
- [Tutorial] Good Health and Ammo Pickup Placement
- [Tutorial] Badlands styled displacements
- [Useful] Danger sign template (texture)
- [Tutorial] How the halloween stuff works
- [Tutorial] Explanation of the exploding pumpkins
- [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
- [Tutorial] Non-poster overlay
- [Tutorial] Tiling Textures
- [Tutorial] Use fog correctly
- [Tutorial] Optimisation - Stairs
- [Trick] Alpine Stairs, any size!
- [TIP] Skew/Vertex edit Overlays
- [Useful]Strip weapons from players
- Stormcaller's PropHunt Starter Kit And Tutorial
- [Tutorial] Displacements
- [TIP] Common Clipping Problems
- [Tutorial] Another way to make roofs
- [TUTORIAL] Trains, the easy way.
- [GUIDE] Fun, Fast and Dynamic CTF design
- [TUTORIAL] How to make TF2 Hats -Part 1 ( BLENDER)
- [ARTICLE] Immersion and Your Map
- [RESOURCE] GUI Soundscape Editor
- [Useful] 2D Dome Skybox Template
- [TUTORIAL] Custom Blend Materials
- [PREFAB] rocket spawner
- [TUTORIAL] Using custom CTF trails.
- [RESOURCE] Basic Custom Water Material Generator
- [GUIDE] Blender, TF2 and You
- [Tutorial] Pakrat
- [GUIDE] Scale and your map.
- [GUIDE] Asylum's Essentials for Melee Maps
- [Guide] Why you're displacements won't sew + some
- [PREFAB] fubar's comp ctf variant
- Fixing missing textures from 119
- Restore missing textures in the SDK - Slightly automated!
- [TIP] Props: The Good, the Bad and the Ugly
- [ARTICLE] Base Facades and Your Map
- [PREFAB] Skybox Building Placement
- [TUTORIAL] custom Waterfalls (sawmill style) w/o modeling
- [TUTORIAL] Realistically looking breakables
- [TUTORIAL] Spiral Staircase
- [Nodraw] What Your Map is Missing
- [ARTICLE] Roofs, Skybox brushes and your map.
- [TUTORIAL] Quick and Dirty optimisation
- [TIP] Do something SPECIAL for your map!
- [RESOURCE] Thunder & Lightning
- [TUTORIAL] Rollback (and forward) zones on hud!
- [prefab] Controllable Vehicle
- [TUTORIAL] Complete Modeling Tutorial for Blender
- [TIP] Making Sure Your Map Is Ready To Test!
- [TUTORIAL] Painting a Skybox
- [GUIDE] Objectives and Your Map
- [Nodraw] Density of Detailing
- [TOOL] VIDE - Valve Integrated Development Environment
- [Guide] Tips and tricks with vertical space.
- [Tutorial] Eliminating Dark Rooms
- [TOOL]Excel Track Layer
- [TUTORIAL] Creating Respawning Targets
- Construction Pack Prop Library
- [Tutorial] Building Cubemaps
- [TIP] If your models arent showing up in game
- [HowTo] - Prepare a Map for a Gameday
- [Article] Competitive maps
- [Article] Competitive maps - Follow-up
- [TIP]Prop-Collisions, Playerclip and Non-Solid Parameters
- [Video Tutorial] Building Cubemaps for Team Fortress 2
- [Article] 5CP, Competing Against Badlands
- Help a new guy.
- [Tutorial] Basic Hammer Tutorials
- [PREFAB] TC Tug-o-War
- Optimization Using Hint Bruskes
- [TIP] How to compress .bsp to .bz2 with 7zip
- [Prefab] 3 Point KOTH
- Adding Monoculus to your map.
- [Video Tutorial] Moose's mapping livestream
- need help making train to go back and forth
- [Tutorial] Mapping, for starters!
- [TUTORIAL] Map Checklist - Double Check You Have All of This Before Going Alpha!
- [TIP] Things To Avoid When Designing Your First TF2 Map
- [TUTORIAL] Making Payload Elevators
- Dual payload gamemode concept
- [TUTORIAL] Using Propper With TF2
- [Tutorial] Elevators - how yo get a lift in life
- [Tutorial] How to Get Your Map Tested
- Payload Cart Teleportation
- Lighting Cues and Gameplay: A visual example. [Article/Tutorial]
- [Tip] How to fix VPHYSICS Error in Console easy
- [TIP] Stopping builds on leaks
- Adobe Photoshop CS6 Beta
- JOINER - An automated Brush Generator
- [Resource] Architectural References
- [GUIDE] Let's talk about lighting.
- [RESOURCE/PREFAB] Base Entity Map Prefab
- Need some help with custom map install?
- Nodraw.net Articles
- A Little Research on Standards [Written by Acegikmo]
- Optimization in Source: A Practical Demonstration [Written by MangyCarface]
- Clipping Fit for a Competitive Medic
- [PSA] Don't Test With Bots
- Demo Smoothing.
- How to add Pyro_Land textures to yours maps !
- Forcing pyroland onto custom textures.
- [Resoure/Prefab] Domination / MultiKotH
- Pre-made Environments
- [prefab] Conveyor belt
- Kong King prop library
- Custom MvM Enemy Templates
- MvM Random Mission Generator
- [TOOL][WEB] MvMWaves - Custom MvM Wave Generator
- MvM Bot Template Generator - Rebel Metal
- Animated props with Blender
- Adding sceenshots to the sourcesdk gamehub
- The Dev Process: Creating KOTH Anthem
- [Resource: FGD File] TF2 Spawnables
- MvM Popfile Syntax Highlighting for Notepad++
- How to compile cubemaps properly (for real this time!)
- [GUIDE] Let's talk about Mann vs Machine.
- [GUIDE] Interest Curves and Intentionality
- [FAQ] MvM, problems, solutions and tips
- How to Prevent Your Map from Crashing, or Fix It — “Bad Inline Model” Errors
- [Compare] lights/white(x)
- [RESOURCE] Video Introduction Pack (ver_1)
- [GUIDE] Mann vs Machine Attributes - by Turbo Lover
- [GUIDE] Mann vs Machine Attributes - Full Version
- [TIP] Splash Damage "Bug" -- What It Is & How To Avoid It
- The Dev Process: Creating KOTH Quarry
- [TIP] Taking Isometric Screenshots
- Mvm Robot Icons
- [TUTORIAL] Creating Complex Curves and Corner Pieces
- Creating a map in 3ds max
- [Resource] Reference Dump
- Advantages of func_detail over func_lod?
- [TIP] Things I Wish I'd been Told When Making my First Map
- VradFix - Lightmap Editor!
- Mapping after steampipe (read before conversion)
- Aligning Off-Grid Vertices and Brushes
- Engineers in Mann versus machine
- Can't Test Map
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