Speaking of lighting, I've been screwing around with settings for my Chiron successor and I've found a neat balance of fog, clouds and FX filters that make it look pretty good - the only thing I'm concerned about is whether using the Negative filter (e.g. red team turns cerulean, blue team turns crimson) would be too confusing for players, in which case I'd just use Juicy because it basically has the same effect. What I like about it, though, is that a lot of the sharper lighting settings (or rather lighting grazing detailed / sharp features) is that they become all aliased and pixelated, and - while that doesn't look too great in a typical map setting - it looks
awesome for Chiron 2 because there's this constant Promethean Vision sort of effect washing over the mountains, on top of certain dedicated lights projecting pixellated halo effects. The majority of the map with normal / subdued lighting doesn't have the same problem, but in terms of the glitches / lighting artifacts it basically makes it look like you're using some kind of HAZMAT VISR system. The map's made out to be some weird
welkin or
Empyrean island of stability that the UNSC's appropriated out of Forerunner slipspace junctions.
Hell, I need to start giving people themes for their maps - I haven't gotten a whole lot done in the way of actual forging, but I sure as hell have a lot of themes and concepts already written up.