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Post tutorial Report content RSS feed How To Make your Source Maps Look Good [HD]

We all have those problems where we can't wrap our minds around how to polish up an area and make it look good. In this tutorial I will attempt to show you how to make your grungy maps look good.

Posted by Dredile on Jun 21st, 2011
Intermediate Level Design/Theory.



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SysOp. Jun 22 2011 says:

Finally, a very good video about level design, no more, no less. Well explained and all. Great work!

+3 votes     reply to comment
5n1p3 Jun 22 2011 says:

subbed on youtube, very great tutorial and i would like to see more :)

+2 votes     reply to comment
Leon_Kilean Jun 22 2011 says:

Good video, for such an hard concept.

+2 votes     reply to comment
TheUnabridgedGamer Jun 26 2011 says:

I'm going to try and do this...

Shall work on level, see how it turns out.

+2 votes     reply to comment
Jokerme Jun 27 2011 says:

Nice video but personally I wouldn't suggest mainly using light spots. Most sources don't just light a particular area, they light everything around them to an extent. Because of that, actually you should use another "light" entity with every "light_spot" entity. At least I work like this.

+1 vote     reply to comment
Dredile Author
Dredile Jun 28 2011 replied:

That is what I say in the video lol

+2 votes   reply to comment
Jokerme Jul 9 2011 replied:

You said don't use lights, use light_spots and I said all light_spots require another light. How is that?

+1 vote     reply to comment
Dredile Author
Dredile Jul 22 2011 replied:

well i say that lights are to light up the ceiling next to the light_spots in the lighting part of the tutorial.

+1 vote   reply to comment
Deathbagel Jan 29 2012 replied:

It's true that you should have a light entity wherever you're using light_spot entities (unless you're outdoors in which case environmental lighting should usually be sufficient), but you don't necessarily need a 1:1 ratio. A single light entity can often provide good pan-directional lighting for several light sources.

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Apr 1, 2008
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