Snarkpit Articles Archive

Adding and Removing stuff using .BSP only

This article will explain how to edit a .BSP file to add or remove items from the map, without needing the .VMT or .MAP file.

Quick Guide to Making Simulated Fog for HL

A quick and concise guide to making fog in a Half-Life level.

Interview with Spencer Rose

An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there. This is series entry #8 with Spencer Rose (RabidMonkey).

Interview with Jon Rickenbacker

An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there. This is series entry #7 with Jon Rickenbacker (Orpheus).

HL2DM Hammer Configuration Issue

Attempting to operate the Source SDK Hammer Level Editor in the Source 2006 engine for Half-Life 2 Deathmatch currently results in an error of: "Missing material, ...verify that your game directory is correct." If you have this problem, read on! This is a Source SDK bug caused by Valve and this is a work-around to fix the issue and operate the game in the Source 2009 version of the engine.

Interview with Jefferey McDowell

An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there. This is series entry #6 with Jefferey McDowell (Muhnay).

Interview with Soenke Seidel

An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there. This is series entry #5 with Soenke Seidel (Warby).

Interview with [name removed]

An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there. This is series entry #4 with (Name Removed) (Armageddon).

Interview with Chris Kay

An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there. This is series entry #3 with Chris Kay (2d-chris).

Interview with Andrew Egelhofer

An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there. This is series entry #2 with Andrew Egelhofer (OmegaSlayer).

Interview with Thiago Klafke

An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there. This is series entry #1 with Thiago Klafke (Minotaur0).

Gameplay Optimization

A trick for improving player movement through your single or multiplayer level. Touches on the proper use of prop_physics, player clips, and layout techniques. Usually these are considered finer optimization points.