Learn to set up a development environment, which includes how to create a mod as well as installing and configuring Visual Studio for debugging purposes within the Source engine.

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In this opening chapter of Source Level Design we discuss topics to be covered as well as installing and opening the SDK (Source Development Kit).

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This is the introduction to the Left 4 Dead mapping tutorial. In this first chapter you will download the programs and copy over the support files that are required to start your project.

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In this module you'll learn all about vehicle scripts in the Source engine. What their values do, how to change them, what results you want and what you can do if just scripting isn't enough.

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In the chapter we import our chained skeleton model and play with a couple of options to make it hang from an object.

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Dynamic props are similar to static props except that they can move and play animations.

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In this chapter we will get a introduction to the Hammer Editor and learn to import objects that were made in Maya.

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This chapter shows in-game footage of the map in it's current state. See the rooms, door, and panic event in action as they are demonstrated in both the current map and the same map with a completed navigation mesh.

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Test a column constructed of gibs to see how they break apart in-game.

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Learn to create damage filters so certain models or objects don't take unwanted damage.

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