Guides (in Chronological Order)
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. |
Converting GoldSrc WADs to Source Textures(September 13, 2017, later pulled)Converting the GoldSrc WAD format to usable Half-Life 2 textures can be confusing and tedious. Thankfully, there are batch conversion tools to simplify the 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. |
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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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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) |
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. |
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. |
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. |
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. |
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. |
Making Use of Source's Water Materials(December 3, 2017)Water in the Source engine is more complicated than you might expect. |
Custom 2D Skyboxes and the
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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. |
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. |
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. |
Colored Lighting in the Quake Engine(December 20, 2017)Quake, through custom compilers, supports colored lighting. Here's how to get it working. |
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. |
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. |
Quake Entity Guide: Weapons and Items(Unreleased, slated for January 28, 2018)A reference listing of Quake's weapons and items. |
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. |
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. |
Accelerating Map Compiles in Quake-Based Engines(February 18, 2018)Optimization and smart decision making can drastically reduce your compile times. |
Deathmatch Deconstructed: Stalkyard(February 25, 2018)The first in a series on dissecting HLDM maps, Stalkyard's strengths and weaknesses are examined in-depth. |
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. |
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. |
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. |
Converting WADs to Materials With
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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. |
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. |
Advanced FGD Editing Made Easy(June 7, 2018)Far more options and settings can be used in FGDs than first discussed on our site. |
Deathmatch Deconstructed: Bounce(June 19, 2018)Following Stalkyard, VDU expands upon the successes and failures of HLDM's Bounce. |