He is right, this does deserve its own thread.
More and more FPS are starting to utilize dynamic lighting and shadowing. This means that both mappers and gamers need to learn to use these in a way that improves the gameplay. Since at the moment such uses are obvious only for the stealth focused FPS, this deserves a very high priority among these who focus primaraly on Quake and Doom style deathmatch games.
Since this is a map making forum, and since game tactics have a tendency to quickly develop on their own, the focus of this thread will be the use of the dynamic lighting in mapping.
I belive, that what we need is to find ways to make shadows usefull for early detection of your opponents, rather than to provide cover. Turning of lights, in this case, should not make areas completly dark, but rather create an even ammount of lighting from different directions with soft, barely visible shadows. We need to make sure that a person wouldn’t be able to simply find a shady spot and camp from there. I hope I do not have to explain why. At the same time, the dynamic lighting can probably be better used than to simply light the entire arena evenly.
The only idea that comes to my mind at the moment is using spotlights to “guard” important items. The light source is placed near the item, causing anyone who picks up the item to cast a shadow on a well visible part of the map.