Mapping Homepage
Overview
It would just be all test levels without us! Creating maps for MS:Rebirth means learning how to make maps for Goldsrc, the engine powering Half-Life 1.
If you are not familiar with the engine, or even if you are, I suggest starting at TWHL to begin reading tutorials and entity guides. That site should take care of 90% of your mapping questions, and for the remaining 10% specific to MS:R, we hope to answer here.
How do I start mapping for MS:R?
New mappers and their maps are always welcome to see. Before you undertake a large challenge though, we suggest taking a look at some of the official map sources, along with some wiki entries here, to better understand how some of the mechanics particular to MS:R work.
If you would like to edit or remaster an old map, that is also something we encourage people to do! Remastering does not have to be a very laborious process, it can include:
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Fixing map lighting, and typically remaking the lost light.rad file as an info_texlights entity.
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Removing potential copyright issues found in used music, textures, models, or sprites.
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Fixing map gameplay exploits or general bugs in entity setups.
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Additions to the map and new things to do & see are welcome, if they fit into the general context of the original map.
Important Mapping Links
Mapping-Specific Tools & Links
J.A.C.K. : Modern, recommended editor for making maps in goldsrc.
TrenchBroom : Modern editor for adventurous map makers, more difficult to configure for MS:Rebirth.
VHLT: Vluzacn's ZHLT are still the most up-to-date and recommended map compiling tools for goldsrc.
Half-Life Asset Manager: Recommended .mdl viewer and can also perform MANY utility functions.
HL-Texture-Tools: Recommended tool to work with goldsrc format .WAD and .SPR files.
Erty's Map2Prop for goldsrc. Turn your map objects into .mdl files!
IrfanView: The recommended free image multi-format viewer and converter for texture needs.