Guides
Analysis Guides
Accelerating Map Compiles in Quake-Based Engines(February 18, 2018)Optimization and smart decision making can drastically reduce your compile times. |
Anatomy of a Ricochet Level(October 6, 2017)Ricochet's gameplay has players hopping between platforms and launching discs at one another. This analysis deconstructs a Ricochet level to determine how it all works. |
Deathmatch Deconstructed: Bounce(June 19, 2018)Following Stalkyard, VDU expands upon the successes and failures of HLDM's Bounce. |
Deathmatch Deconstructed: Stalkyard(February 25, 2018)The first in a series on dissecting HLDM maps, Stalkyard's strengths and weaknesses are examined in-depth. |
How They Did It: Special Effects in Half-Life(April 8, 2018, by Windawz)At its release, Half-Life's effects and scripted sequences were ingenious and revolutionary. In this guide, we break down the entities and effects that make it all tick. |
Investigating the "Wider is Better" VIS Anomaly(April 22, 2018)An old article claims that thicker brushes lead to shorter compile times. The Valve Developer Union investigates. |
Item Spawns in Custom Quake Levels(November 2, 2017)The way you, as the level designer, place items in a Quake level can affect the look, difficulty, and flow of the entire map. |
Properly Avoiding the "Pollen Sprites" in Half-Life(November 12, 2017)NPCs in Half-Life placed around tight, complex geometry will give off yellow error sprites that look like pollen. You can use a scripted_sequence entity to fix this. |
Power Up: More Special Effects in Half-Life(May 13, 2018, by Windawz)More of the scripted sequences and effects in the original Half-Life are dissected and examined. |
Quake Entity Guide: Weapons and Items(Unreleased, slated for January 28, 2018)A reference listing of Quake's weapons and items. |
Ten Things I Learned Building a Quake Level in 2017(November 19, 2017)pac, the main writer for VDU, lists off a set of mapping tips and guidelines he learned while working on "Temple of the Strange", his first Quake level. |
What Goes Into Compiling a Source Map?(November 16, 2017)Maps need to be compiled before they can be played in-game. This guide attempts to explain in-depth what each tool in the process does. |
Editor Features
Advanced FGD Editing Made Easy(June 7, 2018)Far more options and settings can be used in FGDs than first discussed on our site. |
Anatomy of an FGD (and How to Write Your Own)(January 7, 2018)Worldcraft-like editors use special FGD files to make editing the properties of entities easier. Writing a custom one is simple. |
Making Better Use of the Carve Tool(December 10, 2017)The Carve tool is one of the most messy and misused tools in Worldcraft, J.A.C.K, and Hammer, but it's possible to use it effectively. |
The Cordon Tool(October 5, 2017)The Cordon tool in Worldcraft-like editors will only compile the section of the map you tell it to, making iterative work in one area much faster. |
VisGroups and Visibility Control in the Editor(December 17, 2017)VisGroups are an incredibly useful feature of Worldcraft-like editors that let you hide entire sections of your level whenever you want. |
Textures/WAD Management
A Primer on Tool Textures(September 13, 2017)Tool textures are special, unseen textures that play an important part of mapmaking when it comes to scripting, visibility control, and map optimization. |
Custom 2D Skyboxes and the
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Getting Around in the Material System(January 31, 2018)In the Source engine, materials, sets of images and text files, replace the traditional way of storing and rendering textures. |
Making Use of Source's Water Materials(December 3, 2017)Water in the Source engine is more complicated than you might expect. |
Engine Features
Colored Lighting in the Quake Engine(December 20, 2017)Quake, through custom compilers, supports colored lighting. Here's how to get it working. |
Config Files, and How to Make One(October 7, 2017)Config files are lists of commands that can be run in-game. Writing your own can save you time when running commands. |
Constant, Linear, and Quadratic Lighting in Hammer Explained(September 26, 2017)Hammer includes three cryptic keyvalues that completely change the way your lights render in-game: constant, linear, and quadratic attenuation. |
Controlling Visibility with Areaportals and Occluders(September 30, 2017)There are times when your map renders more than it should and VVIS can't help. Special brush entities may be able to squeeze more juice out of your map in busy areas. |
Cubemaps: What They Do, and How to Use Them(October 10, 2017)Cubemaps are an important part of getting shiny materials to shine. Each game has their own caveats to getting them to render and work properly, however. |
Entity Interactions in Source's Input/Output System(February 11, 2018)Source's I/O system replaces the old target system for entity interactions. Here's how it all works. |
Features of Modern Quake Source Ports(May 24, 2018)Modern-day Quake source ports add a variety of new and enhanced features for level designers to make use of, such as fog, colored lights, or texture transparency. |
Nodegraphs: The Key to Intelligent NPCs(September 27, 2017)AI nodegraphs are an integral part of level scripting and design, and having a good one means challenging enemies and helpful allies. Fortunately, they're easy to create. |
Prop Types in the Source Engine(October 3, 2017)The Source engine uses 3D models called props to populate its levels. Not all prop entities work the same, however, and there's many different types. |
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The Showbudget Panel and Optimizing Source Levels(October 1, 2017)A well-optimized map means happy players. You can make use of a little-known debug feature in the Source engine to determine exactly what's slowing your map down. |
Understanding Source's Physics Constraints(January 22, 2018)Source's physics engine can simulate a variety of constraints, or ways objects are attached to one another. |
Understanding Light Level Mechanics in Minecraft(April 1, 2018)Getting ambushed? Can't get anything to grow? It could be your light levels that need adjusting. |
"Intro to Source Mapping"
One of VDU's planned features was that of "tracks", or multiple guides on one large topic put together. They never got implemented, unfortunately, but here's part of the one track that did get written to test the system.
Intro to Source Mapping: Foundations(Unreleased, slated for October 24, 2017)Mapping is the task of pulling together all those models and textures in your mod and making it fun for players. Definitions and concepts in Source mapping are explained within. (Part of the "Intro to Source Mapping" track) |
Intro to Source Mapping: Navigating Hammer and Making Brushes(Unreleased, slated for October 25, 2017)In this edition, we'll be exploring the basics of making brushes with Hammer, as well as how to get around the interface. (Part of the "Intro to Source Mapping" track) |
Intro to Source Mapping: Creating Entities(Unreleased, slated for October 27, 2017)Brush and point entities are the eyes, ears, and explosions of your map. In this edition, we discuss placing them and editing their settings. (Part of the "Intro to Source Mapping" track) |
Tool Guides
Converting WADs to Materials With
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Creating New GoldSrc WADs with Qlumpy and Wally(December 13, 2017)WAD files are the way the GoldSrc engine stores its textures, both the defaults and any you might create. Creating new ones is a simple process. |
GoldSrc Map Decompilers: BSPTwoMap vs. WinBSPC(September 18, 2017)Decompiling maps for GoldSrc games is a bit touch and go. We tested two GoldSrc maps decompilers against one another to see what came out. |
Source Multi-Tool: A Field Guide(October 12, 2017, by QuickNinjaCat)Source Multi-Tool is an all-in-one launcher that partially replicates the functionality of the now-defunct Source SDK. |
The VDU Starter Kit for Quake and Hexen II Modding(Unreleased, slated for May 27, 2018)So many tools, but which to use? This guide contains recommendations for Quake and Hexen II mappers just starting out. |
Zipping Files into a Map Using BSPZIP or VIDE(November 7, 2017)Compiled maps include a section of their format for packing custom textures and models right into the BSP itself. We'll look at two tools you can use to take advantage of this. |