I have looked high and low for a complete lighting guide. This is so complicated to me for some reason and is causing my level creation to slow to a crawl. I've looked at Valve maps and others custom creations as well and I can't find a pattern to follow. Please would someone develop a COMPLETE lighting guide for us. What I'd like to see included are light_spot, light, light_dynamic, light_enviroment, point_spotlight, env_lightglow, and func_illusionary (as used in cp_badlands). What I'd like to know about these is how the Inner (bright) angle, Outer (fading) angle, 50 percent falloff distance, 0 percent falloff distance, Focus, and BrightnessScaleHDR are used. Also how does not using a 50 percent falloff or 0 percent falloff affects the lighting by these entitys. I'd also like to know is more effective and which are more expensive (maybe in a highest to lowest expense type list). I'm more of a visual learner so images and a vmf would be nice as well. I have a friend (texture genius to me) who makes textures for a living (Architecturaltextures.com) and has just recently started helping me with some custom textures for tf2. I'll reward you, if it's a great guide, by providing you with a few of these customs made to order.