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Articles related to Source

Half-Life Backwarding?

Half-Life

Recently, GoldSrc speedrunner “quadrazid“, previously famous for his 20 minute Half-Life 1 speedrun, uploaded a video of what he calls “Half-Life Backwarding”, which is exactly what it is.

In the short video, quadazid attempts to make his way through various Half-Life levels such as the Hazard Course as fast as he can, but this time facing backwards.

If you thought normal Half-Life speedruns are crazy enough, then this has just taken it to a whole new level.

Make Your Source Maps Glow with Cubemaps and HDR

Source

Is your map looking a little bit flat? Does it need that extra zing? Then High Dynamic Range can help you add that warm glow to your creation.

HDR is a subtle effect; a simple explanation is that is the effect of your eyes adjusting to a dark room after being in the bright outside. This means that darker areas will be darker initially, and will then rise to a brightness level more suited for interior gameplay. This dynamic balance of brightness adds contrast to your map, meaning an overall brighter and vibrant experience.

No More Room in Hell 1.08 Released

Source

The once Source mod, now Greenlit game “No More Room in Hell” has just recently released version 1.08.

Changes in this version include the FN FAL weapon, the highly demanded suicides by gun shots, two new official objective maps, two community maps, difficulty levels and new player spawning.

Peeling Back the Layers – Looking at Maps Differently

Source

Many of us will have played through most of Valve’s titles and enjoyed them. When we’re wrapped up in the action or the story however, the rules of the game we’re playing are almost invisible to us.

As a level designer it often pays to take a step back and look at the purpose of the content of a level. Why things are placed where they are, what do they add to the gameplay and what can we learn from them.

Community Spotlight: Focalpoint

Half-Life

It has been over 15 years since Valve developed the GoldSrc engine. As a result of this, and the subsequent release of the Source Engine in 2004, there is an insane amount of community-created maps and mods out there, each showcasing amazing talent, ability and creativity.

We haven’t featured many modding projects yet on our weekly ‘Community Spotlight’ feature, so when it came to choosing a single project to feature, it was a difficult decision. However, even after completing so many different maps and mods over the years, there are always certain projects that stand out and Focalpoint by Dimitri Vujicic is certainly one of those.

Absolute Beginners’ Guide to Source Mapping

Source

Welcome to the first of our new Modding & Development Tutorials. In this installment we’ll help you take your first steps into creating a map in Valve’s Source SDK.

Creating levels can be challenging, fun and very rewarding (albeit sometimes frustrating) and you will be able to release your creations to thousands of players worldwide.

What Makes a Good Mod? Simple Answer…Fun!

Source

My name is Jim Partridge and I’m a modder primarily for Half-Life 2. My previous work includes Half-Life 2: Deep Down, Half-Life 2: Daylight and numerous PlanetPhillip competition entries. I decided to join LambdaGeneration this year as a contributor for the site’s Modding & Development section. My primary interest is in level design with a focus on gameplay, I’m a gameplay nerd in fact… Join me in my nerdiness!

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