Ok, so I have another slew of questions at long last
I have almost finished laying out the general "floorplan" of my hl2 dm map. I just have to add one more room and a hallway. So my question is, before I start filling my level with alot of stuff, should I make the "decorations" static or dynamic?
Should I make it so all the things like pots and pans and computer monitors can be blasted around, or should I just make them "solid" and otherwise unable to interact with them?
I know its cool being able to knock over and destroy filing cabinets, its neat to shoot a pot around through a cafeteria, its lovely to see the lights swing from the impact of a grenade, so on and so forth... but to what extent do you want to use effects like these in a DM map?
Also, I havent yet lit my map, or added cubemaps, or even textured it. But I have a question about lighting maps. I have seen in a lot of tutorials say: "Alot of people use a single light to light a room, dont do that, instead use points of light". What is a "point of light"? Does this mean use more lights with a smaller light radius around the objects that actually dispense light? (lightbulbs, monitors, etc.). Or is there an actual "point of light" actor that I need to be using to do this?
Finally, Regarding Cubemaps. I am to understand that these are to placed at player height in each main room / hallway in a map. I understand that these help with lighting and reflections. But, should I place these before or after I do the texturing, lighting and decorations?
Ok, I lied, one more question. Using the Hammer editor, what is the difference between a Team DM map and a DM map? If I make a DM map will it also appear in the Team DM server list? If so, do I need to (is there a way) to set the properties in the playerstart actors to determine which team spawns at which points? ((do I have to set it up so that team A only spawns from certain spawn points and teab B spawns at a different set of spawn points?))
Thanks much for your time in advance!