what do you do for lighting? well most maps contain a light_environment
entity, and this is basically your "sun" it will light
up your map in the most realistic style possible, there are 3
options in light_env:
Pitch
Yaw Roll ( y z x )
Pitch
Brightness
Now
at the right top of your window there is a black circle with a
white line in it, this is the pitch yaw roll, you can set what
angle you want your "sun" to come from, I often set
mine to 270. Play around with the setting on a test map to see
what effects you can create.
For
the pitch, I often use -45, everyone has there recommendations,
but play around with it and see what you get.
Brightness
is the general colour of the light, by default its a horrid yellow,
which doesn't look too good in maps, it looks, well yellow, if
you want a daylight map choose the lightish grey colour, and it
will be more realistic, if you choose orange for instance, the
shadows on your map will have an orangy step effect on, which
doesn't look nice, you may have to play around with your compiling
on rad, to use exotic colours.
Now
thats all light_environment, there are various other light entities
to, another important one being "light" this is just
your basic light, you can angle this as well, and change its brightness
and have various effects like flickering, To choose a custom effect,
select appearance and choose an effect. Lighting is an important
element on maps, and you should be aware of how much of an area
one light covers, you dont want thousands of lights next to each
other, when one could light it all up nicely for you.
Light_spot
is another entity for lighting, working in much the same way as
a light, you can have inner and outer angles, which is the brightness
and fading angles, it really is best to do a small room, and try
some options and keep testing away to see what looks and feels
good.