I first noticed these issues in QEPD where the brighter lighting makes them more obvious, but they exist in the canon bm_c2a4h map as well.
The big problem is that indoors, the CSM seems to put a single giant “shadow” over everything, resulting in the floors and some walls being covered by this horrible brown patina. You can see here how it discolors the light falling onto the floor, turning it “underexposed” and brown where the “bio labs” sign reveals it to in fact be a bright blue-white.
This patina-shadow does not affect props, causing them to in some cases appear to be “glowing”, or, due to the lack of a shadow specifically for them as opposed to everywhere, “floating”.
The patina-shadows do not seem to synch up with the walls quite right in concave interior rooms- there is often a little strip of white in the corners where the floor meets the wall, which from a distance looks very similar to a hole to nodraw.
Also observed this strange effect, where the lightmap shadow of the console seems to “blend out” the patina-shadow, producing a darker but more bluish area under the panels.
Since (to my knowledge) I’m the first modder to actually interact with CSM, I’m wondering if there’s any way to ‘fix’ this, for instance by turning the CSM entity itself on or off- none of the other topside maps seem to have the problems c2a4h does, so is there something I’m missing about how to control these entities? Just in general, can we get some more information at some point relating to how CSM works and how to control it in custom maps?