Well, I thought you already had one since you were talking about 'dynamic lighting'.
Listen, if you don't add any env_projectedtexture into your level, but only light and light_spot entities for instance, there is no real dynamic lighting in your level. All you can see is the pre-stored lighting information that each brush side cast depending on the surrounding lighting, and it will be the same lighting all the time while you play your map. The command VRAD (one of the commands that the compile runs) is the one that actually does this storage.
Models are different though. Since their textures are rendered by the VertexlitGeneric shader, they receive surrounding lighting information and "reflect" it, that's why you can see different lighting on them as you move (for the static models) or they move (for the dynamic or physics ones).
For your env_projectedtexture, don't forget to play with the following values to achieve more noticeable effects:
- Brightness Scale = try a value between 3 and 5 for example.
- Light color = the 4th value is the intensity... I've even used a value of 4500 in certain cases.
Also don't forget to Enable Shadows, which is set to "0" by default.
And try first to not check that flag "Always Update" since it's more costy performace-wise 