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# Mapping Homepage
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## Overview
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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.
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If you are not familiar with the engine, or even if you are, I suggest starting at [TWHL](https://twhl.info/) 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.
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## How do I start mapping for MS:R?
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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](https://github.com/MSRevive/map-sources), along with some wiki entries here, to better understand how some of the mechanics particular to MS:R work.
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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.
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## Important Mapping Links
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??? note "Mapping-Specific Tools & Links"
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[HL-Texture-Tools: Recommended tool to work with goldsrc format .WAD and .SPR files.](https://github.com/yuraj11/HL-Texture-Tools)
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[NewBSPGuy: Able to edit compiled .bsp files with a nice GUI interface, CAUTION use with care.](https://github.com/UnrealKaraulov/newbspguy)
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[BSPGuy: Able to edit compiled .bsp files with a nice GUI interface, CAUTION use with care this will never be as stable as editing the map source.](https://github.com/wootguy/bspguy)
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[Erty's Map2Prop for goldsrc. Turn your map objects into .mdl files!](https://twhl.info/vault/view/6772)
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