Tips for a clean/testchamberish lighting?
Has anyone tips for a bright testchamber-like lighting in smaller maps?
Cause if i take the normal light and place it in the chamber middle, the light is too bright at the floor and the ceiling near the light.
Screenshot: http://www.Bildermonster24.de/images/457_light.bmp
If i use the Spotlight, its too pointy.
If i use the Environmentlight i cant set it up (Maybe i am to stupid?), its always dark...
So... How do you use lights in maps? Is there maybe a trick to have lighting look good in every kind of map?
EDIT: Is it possible too set up the light like in that one white clean chamber on singleplayercampaign, where you had to put the 2 (or 3?) cubes so that the 3 laserbeams reach their receivers... How did they do that? Cause it looks very good... 
thx
As said, observation rooms usually provide the majority of the lighting. They consist of a light, which lights the observation room itself, and a light_spot (and sometimes an env_projectedtexture), which casts a natural looking light into the room.
In addition to observation rooms, chamber lighting is usually supplemented with Glass lights (wiki page here), which uses texture lighting. Also, there are sometimes light entities behind open panels and gaps in architecture, for that little bit of extra detail.
In general, when you add lights, you should always consider what it's source would be, in real world terms. It looks unnatural to just add a light, if the player can't see where it comes from. If you must use normal light entities without visible sources, adjust the brightness and keep them well away from walls, so you don't get the bright circle effect like in your pics.
FYI, light_environment is used in conjunctuion with a skybox, and does nothing on it's own.