Oddly enough...
I love the extra suspense you get with a well lit dark sky'ed level.
You can still make bright areas with the normal type of light sources we humans like to have on when the darkness comes...
I have been play testing this one with bots in black and dark blue skins... which tends to mean that all you see is a silouette in those areas in shadow or darkness.
Light, Dark doesn't much bother me either way, only that I know only to well that making MID-DAY lit levels VERY VERY difficult and frustrating to say the least because the UT engine seems to have small problem with big bright outside levels, the sky_box can be seen sometimes where polys meet...
UT maps don't have this problem because normally the sky_box can only be seen thru a window or roof which you can't access anyway.
My current dilema is what to create NEXT, this is always a problem for me, big, small, where, how to be different and original, how long should I spent on it, 2 weeks of evenings, 3, 4, 5 .... We all know how long even a good level takes to make, let along the prefect level, which btw I expect is just impossible.
I get sick to death of looking at the same level for more that a month...
Maybe the way to make levels should be like this...
There is a massive repository of stock brushes, building, houses, lots of stuff that you would expect to see around the place, all to a standard scale.
Then you get your main geometry builder to make the first version of the level, main terrain if any, main structure etc.
Then you get your texture dudes to come in and decorate the level with whatever they think or the design team has decided apon.
Then the lighting man does his job.
Then the game play dude steps in for path noding etc etc.
Then back to you for final polishing....
Not sure whether any of that would work at all, but I have always wanted to have a massive repository of well scaled stock brushes.
Bastard'O