I'm 3roundburst from clan SoS. Their current and only mapper. I've had experience with Quake2 mapping (namely Jailbreak / and Breed Mods), UT mapping, and now Half life.
Anyhow my question for you all, and I hope to get some good feedback is:
What typical HLRAD parameters are you all using on a final compile?
The reason I'm asking is I can't seem to figure out how to make more localized lighting in my map without overlighting the entire rooms. I'm trying to do this with just texture lighting by the way.

(above pic shows readyroom, RAD settings: +extra +bounce 1, no env_gamma)
For some reason BC won't translate the gamma value I set (in HL RAD) to the map (which just defaults at 1.0). I've tried env_gamma with settings 1.2 1.5 and 1.7 usually the result is brighter over all (or near fullbright), instead of just overbrightening the tex lights (which is what I'm trying to accomplish). I've also tried turning off +bounce however this results in haveing to raise the light values in lights.rad. Which again ends up brightening up the map instead of just the localized light source. Another thing about turning off bounce is the transitions from bright to dark often seem harsh, especially when trying to overbrighten the local lighting.

(Above image with env_gamma 1.7 RAD: +extra)
I know there must be a sure fire way (perhaps a combo of +chop and +coring to find the lighting I'm looking for, but I can't seem to figure it out. I've seen the lighting similar to what I'm trying to get in CO_Core.
I see a lot of tutorials on making text lighting, using overlays, but I don't see any tutorials on getting into HLRad and final lighting techniques.
All the same I'm curious what NS mappers have been using in their final RAD compile for their maps. So spill the guts guys
Thanks,
3round