@Ninja, I mean yeah, there's at least an 800 page Microsoft Word document out there listing everything that looks better than the textures that Half-Life ships with, but even if I do shift over to more high-definition textures and didily-bits one of two things would happen: 1) I won't have the brushwork stills capable of complementing the hi-res textures, and thus it would expose how truly blocky the architecture is, or 2) it would take away the 90s charm of the game for me.
Maybe I'm just stuck in the past or I'm too lazy to look into new and better skytextures and wads, but I kind of like working with the limitation of the default Half-Life textures to see if I can make a room represent what it's functionally supposed to be.
Plus, whenever I make a HLDM map my main goal is to have it play really nicely, and then worry about filling the rooms with atheistic things. I only really posed screenshots here to say that I'm not dead. \_(`-` )_/
(Man, I really hope I didn't come across as a winy bitch. XD Just how I feel is'all.)