Wall Worm is a script and tool developer focused on 3ds Max and various Max-related pipelines. Historically, Wall Worm was devoted soley to optimizing the Source Engine asset pipeline. The Wall Worm toolset itself is a Source-only toolset. However, many new tools are generic in nature (for any game engine, VFX, VIZ, etc), such as the CorVex plugin and most other new tools.
See the official Autodesk blog feature about Wall Worm developer Shawn Olson, Wall Worm and Black Mesa: From Black Sheep to Black Mesa and Beyond.
Wall Worm tools allow you to create assets for Source in a way that was not possible before. You can build models, textures and levels inside one environment (3ds Max) and compile them straight into Source. Wall Worm tools have been used in the pipelines of many games including Dear Esther, Black Mesa and by designers of CS:GO Operation maps and many more.
Wall Worm works in collaboration with other 3ds Max/Source developers to help enhance all the tools available to designers and mod teams.
Anatomy of a Design Team
Teamwork in 3ds Max
This documents the most efficient setup of 3ds Max, Wall Worm and team organization for a Source Engine Project.
The VMT Browser in Wall Worm allows you to browse, preview and assign materials from your game.
Steps for creating scrolling textures and exporting to Source.
Porting Levels into Source
General Overview of Converting Scenes that Were Not Designed with Source in Mind
Overview on porting scenes and levels from other sources.
Bitmaps to Materials
Information on creating substance-driven material libraries and generating tri-planar projection textures without need for UV mapping.
Back to the Future with BSP
Newsletter #2 in 2016 with recent updates in Wall Worm, talk about the level design contest and random thoughts.
Displacements Fail to Export
Some tips on troubleshooting displacements failing to export from Max into Source.
Displacement edge abutting other edges
Help understanding the VBSP compile warning about displacement edge abutting other edges.
Wall Worm Sends Greetings in 2016
First Wall Worm blog of 2016 with new videos, new level design contest and review of 3ds Max 2016.
Displacement Alpha Blending
Information on displacement alpha blending and the shaders you can use to visualize the blending.
Wall Worm Turns Five Years Old
Wall Worm launched on November 18, 2010. This post discusses the journey from then through November 2015.
Exporting Animated Particle Textures
Instructions on exporting animated textures straight from 3ds Max into the Particle Editor.