Meet cp_blizzard's *new* B point (abysmal lighting as always):
Also, the strong glare on those dual-type lights. Is that from the point_spotlights, or from the simple lights? I'd like to reduce that effect.
That lighting really is atrocious. It looks like you're just using light_spot entities with really low brightness. In the first and second screenshot you have lights aiming directly at the floor and yet the floor is still pitch black?
It's worth noting that light_spots are much darker than lights. For the average room, the brightness of each light will normally be around 800-1200, and for particularly large rooms you may need to set the brightness to around 2000...
Here's a good tutorial on lighting.
Planning to make an extended version with all the particle effects in and higher res, but i'm so happy its working that i'm going to post it here.
Is it completely coincidental that @Crash is needing a sphinx for his 72hr map or not?This isn't for the 72 hour thing, just something I'm finishing up, so in this thread it goes. I'll be using the weekend to make changes to isolation & snowycoast instead.
I think if I'd compiled with the shadows off on the blocks it'd look better, but whatever. Today going to be fixing the textures for all the Egypt stone stuff (including what's pictured), then possibly a release tonight.
And one more of the back of the cartouche for good measure: