First off, the map I am working on is a jump map, not a regular map. I don't think my issue would come up in a normal size map, but because mine is a jump map, it's huge. Anyways, on to the issue... Long Version: I can compile my map with no problems. However, with a lightmap scale of 32 on all textures, I get a LDR leaf ambient of ~150%. This caused the map to go fullbright, which is obviously a problem. Raising the lightmap scale to 64 on all textures fixed this issue and brought LDR leaf ambient down to ~73% but made the shadows look really ugly. After a little while I came to the realization that my somewhat heavy use of light textures could be the issue. As of the time of posting, my map is 4/5 of the way done yet it's already pushing the lighting limits. Light textures are not exactly heavily used but they are definitely not rare throughout the map. I was told by a friend that light textures basically simulate a glowing texture by using tons of small lights a while ago, and I realized that this could be causing my problem. Basically what I would like to know is how the light textures work, whether or not they could be the issue, and if so, how should I go about finding a replacement texture? Short Version: I have light textures in my map and I think they're causing my map to hit 150% LDR leaf ambient with a lightmap scale of 32 on all textures. This forces the map into fullbright, basically ruining it. Bringing the scale up to 64 causes the LDR leaf ambient to fall to 73%. However, this causes ugly shadows. Are light textures my problem? If so, how can I fix them? Compile Log: The log posted is a compile with 64 lightmap scale.