I'm PreFX and I'm a member of Jedi of Freedom (JoF). I'm an experienced skinner but still quite new to mapping.
This map you are about to see, in the spoiler below, I have made for JoFBall. This is an upgraded gamemode of Kyleball. Some of you might still remember kyleball, it's a football/soccer themed game.
In JoFBall we have replaced the 'Kyle npc' with a ball (edited sentryball) and have scripts running that prevent you from dying on the pitch. This new map allows everyone to play on the same time instead of having to take turns (3v3) in the original Kyleball4 map. I'm really proud on what I have achieved in such a short time period (+/- 3 months).
The issue I have is that the playermodels tends to be very dark in most spaces with a fast light compile. However only in the stadium (Anfield) it seems to be rather okay. Perhaps this is due to the larger open space?
It seems that the character is also brighter while being in the air, i think this is due to the red/blue panels in the arena (1st & 2nd picture) and the bricks in the street map (3rth & 4th picture) blocking off the light.
Below you can see another demonstration on the difference between a FINAL(BSP, Full VIS, Full Light) and FINAL (long time compile) from the Q3map2GUI compiler.
You might think, why not go for a final long compile? Well, I tried this for only 1/3 of the map and this already took over 8 hours (still at bounce 2 at that moment ...).
I noticed in the Q3map2GUI compiler that you can choose a ton of options. Perhaps it is possible to fix this issue by making a custom compile without it taking to long to compile?
I would really appreciate if something could give me his/her expertise on this