I would try the following
In worldspawn
Key/Value:
classname/worldspawn
_blocksize/128 128
gridsize/512 512 256
mapcoordsmins/-341 987
mapcoordsmaxs/4028 -3266
lightgrid/256 256 256
ambient/5
_lightmapscale/2
Regarding _lightmapscale/2: Default is 1. Use value 2 when you are working on your map (for faster compiles) and reduce it to 1 (or 0.5) in the final compile. When you make the final version of you map and release it.
In the editor and map
I use radiant version 1.4 and these steps are for that version:
1: Make sure you have de-selected everything. (That nothing is selected. Hit Esc).
2: Go to a room that you know has interesting shadows. (For example, a big shadow that goes over a wall, the ceiling and the floor.)
3: Select wall, floor, ceiling and other relevant brushes in that room
(SHIFT + left mouse button click)
4: Turn them into one func_group
(Right click in the 2D window and select func_group).
5: De-select everything (hit Esc).
6: Save. Take a short break. Stretch your back, hands/finger etc.
7: Select any brush that belongs to this new func_group
(SHIFT + left mouse button click)
8: Bring up the Entity Widown (hit N).
9: Enter the key/value _lightmapscale/0.125
(Default is 1. I use 0.5; 0.25 and 0.125.)
10: Compile.
11: Observe the differences and similarities in the map and in that room, compared to older versions of your map.
This is what I would try, to learn the benefits of _lightmapscale.
//Loffy