@Odin: Are you using the normal maps provided with that texture set to make use of q3map2's 'bump-mapping' feature?
If not, give it a try and see what the effect is!
It would probably be unnoticeable due to how low-res lightmaps are. To get anything noticeable you need to put _lightmapscale 0.1 on everything.
And given Quake3's crappy 4MB(?) limit for lightmaps, that's impossible. Too bad :<
@all coders: I think you can safely quadruple the maximum size of the lightmap without breaking backwards compatibility. Maps using the bigger lightmap naturally would not run on a 'unmodified' ioQuake3. *WINK* *WINK*
Would quadrupling the limit be easy or would it mean to completely remake the handling of lightmaps?
From what I know with jdolan increasing Quake2World's maximum lightmap size to 16mb, it's a simple thing to do. It does create some huge fucking BSP files tho, obviously.
You could make trem load external lightmaps(XreaL does this) if they are available(and make q3map2 not save them in the BSP). That way, old maps would still work.
The point is that old maps will continue to work, since they will not interfere with the increased maximum size of the lightmap, and certainly not exceed it. Loading external stuff just for higher resolution lightmaps is not worth it in my view, unless you load external files like Darkplaces' .rtlights files, which contain 'static' realtime lights, to greatly improve performance when using realtime lighting and shadowing.
Again, do realize that all my experience on this subject is based on Quake2(World), but I have a hunch that it does not differ that much from Quake3. Maybe someone with some knowledge on this subject could chip in, but really only unless they have actual knowledge about it, since guessing is what we are already doing.