Steampipe broke a lot of things, including cubemaps. And from what I've seen, there isn't a recent tutorial on how to make them. (The latest tutorial that I've come across here dates back four years, so an update is helpful, yes?) Luckily I've done some digging, and I'm willing to walk you through how to make sure they work. Start TF2 via your usual way. Some people prefer Steam, others have it as a desktop shortcut. Just make sure you can access the Developer Console and your map while in-game. Via your console, you want to enter these commands (Don't add the 's, nor the bracketed text!), wait time varies on computer power. This takes me about 3 minuets, give or take loading times and if I'm doing LDR or HDR. HDR Cubemap building (This is the longer of the two): sv_cheats 1 (This command is just to make sure you're doing things right.) mat_specular 0 mat_bumpmap 0 (This removes the superbright glow that some props may get when baking your cubemaps with HDR lighting. Thanks to worMatty for letting me know!) mat_hdr_level 2 (I play normally at 1, so just to double-check) map <your_map_name> buildcubemaps map cp_badlands (this command can be exchanged for any official map, I personally find Harvest runs fastest for me, but then again I play that map often so) mat_hdr_level 0 map <your_map_name> buildcubemaps map cp_badlands Now just use the (mat_hdr_level) to reset your HDR, mine's normally at 1. I restart TF2 to view the final results, but that's because my computer is buggy and doesn't like showing me mat_specular 1 after I turn it off. (I need to verify my game cache, shoosh.) That and restarting TF2 clears all caches, I believe, so this will show you your beautiful cubemaps no matter what! Just remember to turn down your map's Tone Scale thinger, otherwise you'll blind your players. LDR Cubemap Building: sv_cheats 1 mat_specular 0 mat_hdr_level 0 map <your_map_name> buildcubemaps mat_specular 1 map cp_badlands map <your_map_name> This is basically a watered down version of HDR compiling, but it works for me. You can find other links to build cubemaps here, if what I'm saying is confusing. Now, it's time to look at this awesome tutorial for the rest of how to get your map onto it's own thread here in the Map Factory, and elsewhere! But wait! My cubemaps didn't build properly! My control point isn't shining, nor is anything else rendering correctly! Yeah, that happens sometimes. First of all, did you rename your .BSP? If so, that screws with the cubemap VMFs (in other words, how the game sees your cubemaps). Remember to never rename your .BSP after you compile, just save your .VMF file the same name as you'd like your .BSP to be named and then compile and bake your cubemaps. Then check and see if your cubemaps baked properly. If that didn't fix it, then it sounds like your compile tool could also be building default (aka ugly, not-shiny and not-what-you-want) cubemaps and not letting you bake normal cubemaps via the in-game console. There are two ways of fixing this, one with VIDE , and the other with a command line during your compile process. The command line fix is thanks to worMatty! VIDE Cubemap Fix Warning: This way of doing things might break any staticproplighting you might have compiled with, so if you're wary of that happening use the command line method instead! (Thanks to @Fr0Z3nR for pointing this out!) You should compile your map with your usual program, I personally use VBCT to do this. You can use HDR, I'll cover that. Now that your map is compiled, you're going to need to use VIDE to edit the .BSP, then build your cubemaps. Just a note, Pakrat seems to have issues editing a file multiple times. I personally have only used VIDE, but if you can do the fix then pack and save, then build cubemaps, that would be the proper way to do it, I believe. VIDE doesn't seem to have this issue, but packing with this step is recommended. _______________________________________________________ _______________________________________________________ Command line Cubemap Fix For this fix you can use CompilePal, a alternative to VBCT, because I haven't found a way to add the string to VBCT without editing your default.pro every time. (I'll show how to edit your default.pro, as well as add the command line to CompliePal.) I'm going to quote worMatty until I can grab screenshots and update this thread accordingly. _______________________________________________________ Now, if you use the VIDE method, copy the .BSP you just took the cubemaps out of to your "...Steam/steamapps/common/Team Fortress 2/tf/maps/" folder and build your new cubemaps into the map. If you used the command line fix, then you just pack and build your cubemaps like normal. I hope this could help someone, I know it would have been easier to see it in this format from the start for me. I still have no idea on how to end things.