A general issue with mappers is how to use lights. If too strong ambient_world is used, everything is looks washed out and there is little contrast between shadow and lights. On the other hand, if too low ambient_world is used, the light-shadow contrast looks gorgeous, but player has difficulty of seeing the map geometry.
Here is an experimental alternative to ambient_world, which hopefully helps mappers to bridge this gap. It works like this:
1) ambient_world is completely removed (it could stay, too, just give it a really low value)
2) ambient light source, a sort of nightvision, is attached to the player, and this light follows the player around
The result is that distant shadows look really dark, and nearby shadows are illuminated as the player approaches them, so that the player can see what is in there. Now the AI could hide from the player in distant shadows, too!
I made a version or the Coercion mission with this alternative lighting method.
I know, it is difficult to see from the screenshots, but try it ingame yourself. Download link for Coercion Nightvision version:
Enjoy! What do you think? Which one is better?