I would recommend having a combination of a light_spot pointing down and then also a light entity with a weak brightness. Creates somewhat of a blob of light on the ceiling but not too bright.
For instance, this creates a pretty good result:
Brightness: 255 251 193 380
inner angle: 22
outer angle: 70
Brightness: 255 251 193 16
50% falloff distance: 250
0% falloff distance: 500
(falloff distances probably not really necessary)
render mode: world space glow
fx amount: 180
fx color: 255 251 193
size of glow proxy geometry: 4 (can be changed depending on what model you're using for the lamp)
Also here's some slight progress
I am using sky_03_06 or something
It does have orange spots and such, it's just not visible from that angle. I might change the skybox, though.
So I finally picked back up on my project, and went ahead and make a door model for the door.
Part of a burned house
Maybe try using different types of lighting sources rather than glowsticks? I don't know, maybe a hole in the roof or something?
I decided to try and remake Canal Street in New York with the use of the other building I posted earlier. Here's another one I made for it.
What skybox is that?
I'm not really making anything, just screwing around attempting to make a nice looking gas station. I haven't used Hammer in ages.
Working on something, it's a start, but where will it lead me, I need some ornamental wall support pillars.
I suggest you add so leaves on the side walk because right now it looks very odd that a tree is only falling leaves on the dirt ground. Other than that keep it up.
Mirror's Edge : Source