Im making a map for SFM, and as I was doing so I also tested some things I've wanted to try out. The map is currently around 25% complete(however at this point it could be final), the map will have a locker room, an interrogation and break room, a cargo yard, a garage/ hangar and a high detail outside. The map has many cubemaps to simulate dynamic cubemaps, since Source engine only supports static cubemaps. I've also lowered the lightgrid value to 4 for better shadows.
My overall goal for this map is to have a map that can be used for almost any situation in SFM. The theme of this map is viewing the inner structures of the bases up close and at higher detail, being able to explore them and such.
Now I've noticed the map is a tad bit bright, especially in the reel room, if someone could review my map, with scrutiny and suggest any improvements or solutions.
Also a weird problem I came across: One of my prop_statics(the vent corner) has turned dark red, in earlier compiles this was never an issue till I blocked a leak from an entity elsewhere within the map. Any solutions to this?
More Screenshots of this map: here.
Map files if you guys want to open it up or run it for yourselves: Here (links to map files on Mediafire)
My overall goal for this map is to have a map that can be used for almost any situation in SFM. The theme of this map is viewing the inner structures of the bases up close and at higher detail, being able to explore them and such.
Now I've noticed the map is a tad bit bright, especially in the reel room, if someone could review my map, with scrutiny and suggest any improvements or solutions.
Also a weird problem I came across: One of my prop_statics(the vent corner) has turned dark red, in earlier compiles this was never an issue till I blocked a leak from an entity elsewhere within the map. Any solutions to this?
More Screenshots of this map: here.
Map files if you guys want to open it up or run it for yourselves: Here (links to map files on Mediafire)