@potatis: Pleez put doors in there somewhere, somehow if you can. If you really don't want to, i'll have to make teleporting machines in the hallways joining your level to the other rooms... (i'd rather not but i will if you insist) = )
Latest version compiling now... will take an hour or so. I used the info_texlights mentioned by hlife_hotdog and nefarious and they worked beautifully! = )
Also btw the
Light tutorial by BJ that nefarious mentioned is packed full of information about all-things-lighting for Half-Life... If you haven't already, I'd STRONGLY recommend reading it!
Lastly btw i solved my cordon problem by using the "big-block method", or putting big world brushes over the areas of your map you don't wan't compiled... it worked beautifully too. (cordon tool isn't working for me fsr, and i don't feel like testing the "no visible objects" thingie right now.
Lastly Lastly, some notes for people submitting maps to save us some time:
-Include only textures used in your map into One, single wadfile. You can Use
Wally to create, and edit wadfiles, delete textures not used in your map, as well merge wads...
-Use info_texlights as described above if your map uses texture lighting
-Rooms should include a clear entrance and exit to connect to other rooms.
-I notice a lot of people build work at the one-unit grid level. This makes it very difficult when editing to line stuff up because you have to zoom in so far to see what gridline stuff is on. Think of what you're building as a guide: building 16-unit thick walls, you can be at the 16-unit gridline. You should only ever zoom in for smaller detailing. Trust me, doing this makes your map leagues cleaner and so much easier on the eyes![/greatwalloftext
)