ambient: adds this value to all the light maps, black gets lighter, grey shifts a little bit to white and white just remains white. (Use with care!)
I think that s confusing as a description. Ambient gives your map a certain basic brightness EVERYWHERE (even where the sun donât shine & you didnât put any LIGHT entities). So its a good thing to use when you donât want your areas with shadow not pitch black but only a dark shadow where you can see playermodels nevertheless.
An ambient of 18 is a VERY high value and not to be recommended. It is the reason why you donât have dark shadows. I recommend you compile your map once with ambient 1 (which is almost 0 so you can see how dark shadows get without ambient). Then try something like 8, then 10 etc. until you get the darkness of your shadows as you want them.
So it works the other way round: you canât make particular shadows dark. You only can define the max. darkness of shadows using ambient, and then light up everything you donât want that dark with either sunlight from a skyshader or LIGHT entities.
The _light is a rgb-defined color that your ambient lighting will have. So with a 1 1 1 value you get white ambient lighting, with a 0.8 0.8 0.8 you get a light grey etc. This can be useful to give the overall map a certain atmosphere by a basic light-color from the ambient. I recommend you use something neutral at teh start. Or you mess around with your graphics program until you find a color that you want for that basic ambient-color. Again: only by trying out different things you ll find a good solution for your map.
_blocksize: Q3Map2 divides your map standard in blocks of 4096x4096x? to have basic portals. This will change those sizes.
Standard blocksize is 1024x1024x1024. Donât forget the z-axis blocksize too.
And if you are new to mapping, I strongly recommend you dont mess with the blocksize but let it at 1024 for everything. When you got a good idea on how VIS and leafs and VIS-blocking work, then you can mess with the blocksize. But you NEED a good understanding of that AND compile log to actually see whether changing those values does your map any good.
About the fog: If you use fogclip, you also MUST use farplanedist, otherwise the use of fog is pointless and will only give you a seriously bad gameperformance (=low FPS) (and FPS is KING). I recommend you search for fogclip and farplanedist on this forum, there are LOTS of posts on it.