Lighting is always a hard thing to get right. What one person regards as atmospheric and moody, another person will regard as pitch black!
Surface/model lights do not produce huge amounts of lighting anymore. You should use point entity lights combined with ambient lighting and slightly baked in the oven (bouncelight 3+) for extra goodness.
Compiling with -fast lighting is exactly what is says, fasts and rough and just a guide so you can get a good idea of what to expect. For final lighting you would probably use something like below, depending on relevant options of course.
-light -shade -fast -super 2 -filter -patchshadows -external -approx 10 -game et -fs_basepath %WOLF_PATH% -bounce 3 -v
Creating the right sort of lighting is something you should take your time over and not slap a few point entities here and there and expect everything to look good. You have the ability to do “region” compiling so you can check the final lighting in small areas without compiling the whole map over and over again.
Sock
Lick the :moo: