Underground bunker
-The room can't go any higher then the ceiling that is already there.
-It can be as wide and long as you want as long as it fits between the tunnels and the floating walls at the side and back.
-Can go pretty much as deep as you want.
-Your may change the tunnel walls if you want to add/remove doors and windows.
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Skyscraper
-Your only size limit is the walls of the building itself.
-You may modify the walls themselves as long as the shape and preferably outer textures stay the same (eg. Adding openings to the baloneys is okay)
-I have included the end of the tunnel because I have yet to build a staircase to the interior of the building. You don't have to include them but it was the original plan.
-One possible idea that I had was to make the top open somehow and design the inside for building rockets, kind of like a missile silo.
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Submarine room
-The isn't much of a size limit as everything but the water passage is out of the map.
-Feel free to modify the water passage, tunnel and displacements.
-The water level cannot be moved and making the water lower in the room as already been explained to cause problems.
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3D Skybox
-The sky is the limit ()
-I included a bare bones version of the map itself so you can see how it would look from the map itself.
-I also included a skybox scale edge of the map in the skybox so you can get an idea where everything can go.
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Top of darkroom stairs
-I included this because a few people wanted another room there.
-Not much of a size limit because its outside of the map, but remember that you run the risk of it being seen in the skybox.
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Tunnel from spawn building to apartment
-Pretty basic, includes because it needs improvement.
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Overall rules and guidelines
-No custom textures or models. I'm not sure how open Garry is to adding them too the game and any attempts of packing them into the map ended in game breaking glitches.
-Make sure to only use textures and models that are default to HL2 and won't be overwritten if you mount TF2 first or something.
-Try to keep the construct feeling. I know I failed this with the Silent Hill like tunnels. (I'm going to fix this) We don't want the rooms to be a huge contrast from the rest of them map.
-I think that's pretty much it..