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Screenshots & Betas
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.

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Yes, I already had this pic, but it's not as clear regarding which param does what as Skacky's link. Plus, it doesn't showcase all scenarios. It's still a good immediate reference, though. 
 
If there is a way to edit the first post in a thread, this kind of useful stuff should be "stickied" in the mapping help OP. 
 
Yes, it could be better, but the top two rows were all I actually made it for.

Notice how the appearance changes with light constant and only delay changed. Then below that the delay is the same but light value is changed. It allowed me to see what those parameters did.

I would actually urge mappers to build a similar map for themselves. Some things are more easily seen if viewed in game, such as just how ridiculously far one light can extend using delay 1. 
14460 
this is good stuff, i've been playing around with the "wait" value and it makes things alot simpler, i no longer place a million lights. 
 
That light test game screenshot, is it using white textures? I want to create own and test different sized room etc.

About this fill lighting, it is not intended to come from "real" light sources (like lamps, flares, fire etc.) But doesn't it look weird if there is bright random ball shaped lights in every corner. How do you blend fill lights professional? Don't know is it possible to give certain areas minlights (well func_wall, maybe it is possible to give the other funcs too). Then again, what is good minlight value even, 25,50,75,100?

Seems like this requires a lot or trying. 
 
Then again, what is good minlight value even, 25,50,75,100?

Minlights 
are very pronounced.

A -40 light can dim parts of light 300 to black. 
 
So it seems like answer is.. never use fill lights if possible? 
 
But doesn't it look weird if there is bright random ball shaped lights in every corner.

That's not what "fill lights" are.

Fill lights are low brightness and designed to lighten shadows, simulating ambient or bounce light. Before ericw implemented procedural bounce, they were used liberally.

So it seems like answer is.. never use fill lights if possible?

Never use minlight if possible. Minlight is ugly and flat. Fill lights are good. Although now with the bounce functionality, they might not need to be used so much, I haven't really tested the new bounce stuff out though. 
Madfox 
You seem to be talking about "negative light" - that's not "minlight" 
 
Minlight = "minimum light" =/= "minus light" 
 
Newhouse,

Those are not textures in the screenshot. That is the actual lightmap. You switch it on and off in game using the console command r_lightmap as seen in the picture.

You can also bind a key to toggle it on and off in your autoexec.cfg 
 
@Kinn

Thank you, so fill lights are okay.. I assume I need to start using them in a darker areas. I know they aren't as bright as main light if set to be weaker, what I tried to ask was "how to make it blend well together with main lights / be smooth) what delay is good for fill lights?

@Rick

Thank you. Really didn't notice that it was just the lightmap (I must be blind). 
 
It's not like there'd be any difference between lightmapped white textures and displaying the lightmap directly. 
Screenshots 
Maybe it's too late to complain, but where are the screenshots? This is becoming another mapping help thread. 
Boom! Screenshot From My Latest Project 
http://i.imgur.com/uSLqXZD.jpg

playing around with lights, color blends, wait values shadows and highlights... 
Nait 
That looks interesting. I'd recommend a bit more texture variation but that's about it :) 
@Naitelveni 
It looks good just the way it is, just keep playing around with lights and it will turn out great* 
Neato 
But yeah, I tend to agree with Fifth. 
Yuip. 
What Fifth said, good and bad. 
I Like That Lighting 
 
Re:Lighting Info 
(It's been a while)
Lighting has been an issue for me as I haven't really experimented at all.

Having read https://shoresofnis.wordpress.com/guides/lighting-basics/ &
https://spawnhost.wordpress.com/2012/03/14/quake-1-lighting/ I found I kinda get the basics but pages like the abovementioned http://quaketastic.com/files/LightTest.jpg
and especially the images on http://ericwa.github.io/tyrutils-ericw/ are exactly the kind of things that I've been looking for to better understand what to do where. 
Is That 
A red sky in the back naitel? 
 
its a skybox from AD, i had a difficult time on thinking about the surroundings, its still a working progress, i was thinking about building structures in the background... we shall see... 
Perhaps A Lighting Tips Thread? 
Especially since this is evolving a bit as compilers add features like phong etc.

Also re: #14455 ericw that's a very cool feature. I've used surface lights a lot, being able to tweak them is going to be great moving forward. 
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