Hammer and Crowbar
A Community-Made Resource for The Source Engine
By Thomas Sleightholm
If you’d like to know more about this project, click here to visit my about page! If you’re looking for a specific topic, feel free to use this search bar to find any articles that mention it! I always tag my posts with the names of any tools or entities they mention, so I’d recommend you start your search in that way first.
My most recent articles are listed below. Hammer and Crowbar is updated twice every week, so if you can’t find what you’re looking for, don’t forget to come back and check soon!
Poison Zombies are one of Half Life 2’s most mechanically unusual enemies: not in terms of how they’re supposed to be beaten, but how they fight and the kind of threat they can pose to a player. While a regular Zombie might be able to hound the player in a certain direction or serve as… Read more
The standard Half-Life 2 Zombie is one of the most basic humanoid NPCs in the game, but there’s still quite a deep level of complexity build into how the NPC operates, reacts to its surroundings and the way it can interact with environmental objects. This entity profile will be an in-depth look at the Zombie,… Read more
Path_Track (and it’s sister entities, such as Path_Corner) is one of the simplest yet most versatile point entities in Source, and it’s one that many people never get a chance to fully try out, especially since it doesn’t seem very complex from the outside. To put it simply, Path_Track lets you mark out paths that… Read more
One of the most important parts of a 3D engine is its ability to ‘cull’ objects that the player can’t see. Imagine if your brain had to try and perceive everything in the direction you were looking, regardless of whether or not you could actually see it with your eyes – you’d probably end up with… Read more
Info_player_start is one of the most recognisable entities among Hammer’s users, and it’s not just because it’s the default selection in the Entity Tool every time you open up a fresh session. Aside from a select few multiplayer games, it’s the single most important entity for determining where a player will spawn in the game… Read more
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