This is what I've got so far, I still need to do another detail pass and tweak some things but this what it's gonna look like.
Also the environment ambient lighting shadows are irking me so I'm just gonna replace ambient lighting with a bunch of point lights or spotlights.
P.S.Is there a way to make the light prop match the light color without having to alter the texture?
Unfortunately source doesn't offer the same flexibility as unreal in terms of textures. in later versions of source (l4d/AS) you can get textures on models where you can apply a colour that affects only certain (predefined) areas of a model (e.g. the painted markings on the metal doors in alien swarm), but in the OrangeBox/TF2 version, you'll need to override/write the texture with a custom one that you then pak into the map bsp (by using a tool such as pakrat)
i'm seriously dubious about you're being able to create a nicely distributed lighting by using point/spot lighting to fake the ambience. I'd suggest sticking with the sky lighting entity provided and tweaking it to get it the way you want
- i know this is a common trick used in unreal, but due to the way source handles lighting you'll be added significantly to your compile time, and ending up with sub-standard results.
in regards to the comments about the lightmap grid size. yes you DO sometimes need to make it be size 4 for a TF2 map. remember that whilst details are not as sharp in tf2 textures, the lightmap grids are ... griddy - as in if you shine a light_spot against a wall with a high lightmap grid size instead of a nice cone shape you get a visible stepped effect. this is particularly bad on surfaces like the metal door texture often used on garage-like doors in tf2
i'd suggest you change the scaling on your water. it looks like it might be a little bit too large in those images