Quote: "could you tell me how to make those dark rooms with the flashing lights?"
Yes. Use a decal that replicates a light halo, then create a "light shaft" decal, and place it in 3 directions. You may want to create different size and shape light ray decals, therefore giving you a denser, more real render. Then carefully select the same custom colour lightbulb as you used for the colour of the light ray decal.
Quote: "
and how you make those flying walls and the cracked walls?"
This has taken me many many hours to perfect.
It's a wall entity (not segment), it has a debris reference in it's FPE so that it can break appart when destroyed. It is also custom scripted to prevent the physics settings required to make it break appart from interfering with it's alignment.
The explosion itself works using 1 of 2 custom scripts. There's one for geomod style scenery (breaks apart when destroyed), and one for scripted evens (such as a wall exploding and a bunch of marines running through).
Both these features took alot of time and graphic/script work to create, let alone test and implement in a final game. I'm a little uneasy about revealing even this much of the magic formula, but with the above pointers, you can start exploring the relevant areas, and hopefully you too will begin to innovate in your own way.
Butters