15 Nov 13, 09:54AM
Ambient lighting (/ambient) does set a certain light value on all surfaces in a map. The main purpose is, as you already figuered, keeping the WQD low since less light entities are required, especially on rather open areas.
Unfortunatelly this doesn't work too well in most cases, since we've got no shading. Especially strong contrasts, e.g. maps with night outside and normal light inside, will hardly be achievable using somewhat bright ambient lighting. On top of that, the few shadows creatable with cube are pretty much gone, too.
Though, it does do the trick in certain scenarios. For instance, only outside maps with rather bright skymaps, like ac_desert.
Unfortunatelly this doesn't work too well in most cases, since we've got no shading. Especially strong contrasts, e.g. maps with night outside and normal light inside, will hardly be achievable using somewhat bright ambient lighting. On top of that, the few shadows creatable with cube are pretty much gone, too.
Though, it does do the trick in certain scenarios. For instance, only outside maps with rather bright skymaps, like ac_desert.