I know how to make a basic room with a spawnpoint in Hammer. Yeah. And a tiny bit about entities. Anyway...
Someone write up a quicky tutorial on how to make a basic readyroom (worse quality then co_core's readyroom, I don't care :p), and a basic 1 room map with a couple hives, a marine area, and a scattering of spawn points.
Also, how the hell do I 'texture light' a map? I have a light entity but I'm going to run out of those if I have to light every single room and every area with one.
ChromeAngel's already done a sample map tutorial, you can see that
here. Any other questions, feel free to ask, but i see no point typing up a tutorial when there already is one.
Now, about the texture lights. In your compiler's directory there is a file called "lights.rad". Inside this file you'll see a load of lines similar to this.
LIGHT1 170 170 170 200
LIGHT1_RED 202 0 0 200
SUBWAY_LIGHTS 170 170 170 200
LIGHT_STRIP3 170 170 170 200
~TRN_NS 170 170 170 200
~TRN_NSBLUE 170 170 200 200
That's just a few lines from mine just as an example. The way the line is constructed is the texture name, "LIGHT1" for example. You can find out the texture name through VHE or wally. The next 3 values are the RGB value of the light, and the last number is the brightness value. A good way to determine the last 4 values is by making a light entity and adjusting the brightness until you get the colour / brightness you want, then simply copy and paste it into the "lights.rad" file.
lights.rad is automatically picked up by the compiler, hence why it must be in the same directory. What it does is makes the texture you select emit the light values you enter, and also lightens the texture to the parameters too. Try and avoid doing this too much, however. Because it lights up the entire texture, that means the frame / border of the light too, which can look pretty ugly. This is where light overlays come in. I won't type up how to use them here now, but if you want to know, tell me, and i'll run through how to use them.