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Post tutorial Report RSS 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 on - Intermediate Level Design/Theory

ORIGINAL

Final

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SysOp.
SysOp. - - 1,039 comments

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

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Ci47
Ci47 - - 145 comments

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

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HmTervapuro
HmTervapuro - - 532 comments

Good video, for such an hard concept.

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TheUnabridgedGamer
TheUnabridgedGamer - - 1,671 comments

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

Shall work on level, see how it turns out.

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Jokerme
Jokerme - - 1,170 comments

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.

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Dredile Author
Dredile - - 698 comments

That is what I say in the video lol

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Jokerme
Jokerme - - 1,170 comments

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

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Dredile Author
Dredile - - 698 comments

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

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Deathbagel
Deathbagel - - 61 comments

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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