Killing Floor, UnrealEngine 2.5.Looks good.
Given the overcast sky, the shadows look like they might be too sharp. (I can't believe I'm suggesting that someone make shadows less sharp! ) If you want to keep the overall shadow quality high but soften the shadows from the sun, you could try using multiple light actors for the sunlight at slightly varying angles. Or maybe the Unreal engine version you are using has a better way of doing that-- I'm not sure what game that is.
I'm already using multiple sunlights at very varying angles but not to soften the shadows (that's what lightmap resolutions are configurable for) but to make the areas that are in shadows appear less uniformly lit so they look more "3d". Sort of like a very cheap beast-engine look.
About the sharp shadows, it's the old dilemma between wanting something to look impressive and wanting it to look realistic. I went for the impressive route, within reason, and went for relatively strong highlights, enhanced by moving cloud shadows. Sort of like a very cheap and toned down version of Assassin's Creed cloud-shadow system.
I appreciate the comment though, although I think it looks ok as it is a) in motion and b) for what I intended.