Source is to the left
Source is the flame
Source is to the right

Lighting TIP

 

I am fair to poor when it comes to lighting. This implies that I am not an artist(no argument here). My experience at mapping for Quake, Quake 2, Hexen 2 and Heretic 2 consists of 9 released maps. I discovered what I feel is a good aid for studying light, particularly regarding sourcing (where it comes from) and the extent to which that source has distance and (I don't know the absolute proper optic term) brillance or perhaps luminosity. I have an octoganal arena in my map. I was and still am having trouble getting the light everywhere I want it. Some areas remain dark*. On the first two faces on either side of the arena entrance are light sources and I felt it was one of these, maybe both, that were proving to be part of the reason I have blackouts where I don't want them.

POINT: In a multi light room change one of the lights colors. I chose a ruby color because that is the color my graphic program uses as a mask. I found everywhere that light layed.

CONCLUSION: Changing the color of a light allows the mapper to determine characteristics regarding brillance, luminosity and distance to which any particular light source affects the area encompassed by that light.

*To prevent the player or a monster from ever having to walk in the dark be sure that the ultimate floor at that dark spot has light falling on it. Even if the light must be placed wayyyyy below.