How to make high-quality maps
Oh and for the lightning, just read that yishbarr wrote, or watch the complete lightning tutorial made from the waffle: Klick
Also add lots of details. If you're not so good at this, I would suggest you start with a co-op themed (clean) map. There aren't too many details in this theme but there are enough so you can practice.
I recommend playing the game (or at least the part of the game whose theme you will be using) again, but instead of playing to enjoy, play to annalyze. See what creates the shadows in the enviornment, what detailing and props do they use, what textures do they use? Anayzling already good maps can help you get ideas on how to improve your own!
- Do a full (hdr-only) compile in the expert mode. This will make the lighting being calculated much better.
- Add a fog_controller. This really helps spread the light.
- Use a combination of various lightsources:
Light projects light from itself spread in a sphere shape. If you put this too close to the wall or too bright you will get an ugly effect, put this at least 64 units away from the wall and adjust the brightness accordingly.
Light_spot is a cone shaped light, you can adjust the angles for the lighting to adjust for your needs. Use this facing away from your light source model.
Env_projected texture. This baby can make fancy shadows. However you can only have one active at a time, so use it wisely.
If you end up with ugly dark spots you can use a light with a very low brightness 1-10 to get it looking properly again. Make sure it doesn't cause an actual visible light. You only want to make the darkness not too dark.
And then you also have the light emitting textures. Adjusting their texture scale adjust the brightness. The higher the texture scale the lower the lighting emitted is.
Don't be scared to mix lighting up a bit. Sometimes it can look really nice if you mix up the cold and neutral lighting, or neutral and warm.
Last but not least: Light looks different on dark and light textures. If you have a lot of dark textures you'll need more lights than if you have a lot of light textures!
Lpfreaky90 wrote:
- Do a full (hdr-only) compile in the expert mode. This will make the lighting being calculated much better.
- Add a fog_controller. This really helps spread the light.
- Use a combination of various lightsources:
Light projects light from itself spread in a sphere shape. If you put this too close to the wall or too bright you will get an ugly effect, put this at least 64 units away from the wall and adjust the brightness accordingly.
A "Full" compile is only for light_environment light rays. A fog controller doesn't spread any light, it just makes look the map more realistic since somehow you always have fog (even in reality).
Besides working on the brightness value of the light (it's 4. value) you also can change the Quadratic, Linear and Constant values. They define how the light falls off from it's source. Constant 1 means theoretical it shouldn't fall off.
All of those 3 values are calculated together by VRAD, see https://developer.valvesoftware.com/wik ... ic_Falloff .
So it is the same if you set
Constant 0.1
Linear 3
Quadratic 1
or if you set
Constant 1
Linear 30
Quadratic 10
The end will be always
Constant part: 02.439%
Linear part: 73.17%
Quadratic part: 24.39%
So added they always result in 100% at the end.