some map I am making at the moment has a lot of curves but the lighting is a wee bit blotchy, anyway I can really get it a bit more natural, of course I am being picky 
lighting on the curves, anything I can do to make them nicer
oh and these are the compile switches: -BSP -meta -samplesize 4, -VIS, -LIGHT -fast -samples 3
and I have func_grouped most patches into there own section
Since those small shadows on the ground wouldn’t be noticeable at all in the normal case you could simply give the func_group of the ground patches a key “_cs” with value “0”, thereby not making them cast any shadows.
yeah thats true I thought about that, but since I am going all out with high tris anyway, wouldnt hurt to see what I could do 
You may want to individually specify a “_lightmapscale” key for each func_group to make the shadows more accurate. The default is 1.0 and 0.0625 is the lower bound. I would do this only on surfaces or groups that need it, not as a global value in the worldspawn.
Barring that, split up that lower platform into a bunch of smaller brushes. The lightmap is getting stretched across (I think) one large brush).
Also, do you happen to know what exactly samplesize does? I’ve started another thread earlier about it, but haven’t got much of an answer. I notice you use 4, but I’ve tried it on my maps and it doesn’t seem to make a difference.
@zombie13, amazing detail in your brush and patch work, how are your frames rates holding out?
and unless its a typo, shouldnt your -samplesize 4 be in the light stage of compile and not the bsp stage?
no -samplesize is used under the bsp stage of the compile, thanks phobos I guess I will have to use _lightmap scale on func_grouped objects after all 
http://zombie.bhdnet.com/images/shot0124.jpg just an update to that screen shot
@Zombie13, are you building those misc models in gtk or using an modeling app like max or milkshape?