I did check out some of the AD maps
Every mapper did their own thing and there are some who did not use detail brushwork or utilize lit files. Personally I compiled all my maps in AD with dirt parameters which are setup on the worldspawn so everyone can reproduce the results for themselves.
Sock seems to use 96 dirt
Its dangerous to take that parameter in isolation because the dirt AO system has several parameters which all play key roles in how the dirt is applied. You also need to remember the dirt parameters work with 2 other key systems, architecture and light entities!
I did countless tests with the new dirt AO system and found I wanted a strong dirt in corners that worked with finer brushwork detail. I also only added dirt to strong light source (excluded from all small/ambient light sources) and excluded it from most func bmodel entities.
There are many examples of different ways to setup lights and I would highly recommend anyone to look at
Honey by CZG and
The Hell that's coming by warrenm because both have source files included.
Honey uses strong point lights with many low fill (delay5) ambient lights and THTC uses many strong fill (delay5) lights for large windows and subtle fill lights for the rest. Both systems have different advantages and both create a different atmosphere. They are both pre dirt AO options, but they are useful for understanding lighting.
The final piece to the puzzle is architecture and in my AD maps I often have _dirt and _minlight parameters on bmodels and certain architecture to correct the overall dirt parameters I use. Its impossible to expect one global setting will fix all light issues and that is why I requested Eric add the ability to all map entities to switch lighting features on/off.
I also recommend everyone stop using the compiler for options and use the worldspawn instead! Why you might ask? Well so that everyone can learn from your source maps and try to understand how you did things.
I usually use bsp2 for qbsp
As I have said to Eric, this parameter should be on the worldspawn, it is really annoying to have to keep switching stuff around for different maps. The more parameters on worldspawn the better.
Which fgd are you guys using? I have a quake.fgd that came with JACK and then the AD fgd
Just edit/update either file with all the extra stuff you want. You can open a FGD in a text editor and cut and paste stuff around. Jack will run an error check on the file for you when it loads up a map, so its easy to spot errors. The format is not overly complex, the AD version should have plenty of examples of how to use the 'base' function and syntax formats for entity key types.