Hello! I'm working on my first map. It's a symmetrical koth map without any special features, to make it as simple as possible, and despite this I've had a f*ckbunch of problems. The nice people over at SPUF have helped me with most of them though. Anyway, I decided to go here fore some more general questions.
So... The map is made mostly in the alpine theme, and takes place in a little mountaintop village-thing. It's currently very underfurnished, so you'll have to imagine more snow and detailing. Anyway, the area right outside the spawn currently looks like this:
The hovering of the houses (The temporary ground texture doesn't quite make it obvious, but they're all hovering, trust me) suggests a slight incline. The massive hovering of the most nearby house suggests either a solid first floor or some beam structure holding it up. It may look terrible now, but I see the potential for creating one of those characteristic areas that make TF2 maps memorable. The problem is, I've been really uninspired about it for quite a long time. Sure, I could slap an even incline, a snow-free path and a bottom floor on there, but that would look pretty boring. Does anyone have any suggestion.
The second thing, and one of the reasons that I didn't take an in-game screenshot, is that the lighting in the map is terrible. I've stuck a few basic lights in some areas just to see where I'm going when I'm playtesting, but I have no ideas what shades and strenghts and placements I should use to make it look TF2ish, and I don't want to do an ambitious ligh overhaul of the level until I know those things. Is there any useful tutorial on the subject?
Oh, and one little queston as well. There is an indoor pool in the level, but all the types of water I've tried to use this far spawn some sort of algae-looking particle effects after a while. What's the name of the water texture used in koth_lakeside, or any other clean water'?
Oh, yeah, a tutorial on detailing theory could be nice as well.