I was mapping some big tin roof and I told myself that this kind of surface needs to be highly reflective. Not like an environment shader (well ok that to) but light reflection. Instead of q3map_bounceScale something like:
q3map_caustics <intensity> <depth>
Where intensity is the strength of reflected light and depth is how many bounces the rays of light can go.
Could be used for metal surfaces, mirrors, windows, etc. Could look REALLY nice for those daring enough to compile with hi-res lightmaps! Cool idea huh?
Whatcha think?