This map has slept on my external usb hard drive for more than 3 years.
Now I decided to work on it again.
I need your advice on the top-most screenshot.
The square shadow cast from the torch is true or false?
Nah, that's actually correct. You need to keep in mind the distance between the flames and the object that creates the shadow, for an object like that the further away the object the more diffuse the shadow will be so even though it's a relatively small objects, the distances that are involved are enough to dramatically effect the resulting shadow.
It does look a little odd though because in real life the flame would not be a point light source, but rather a sort of "globular" light source. Normally it's hard to tell the difference between the two in a game map, but when you get the light really close to a surface there will be differences.
You might want to try raising those light entities a bit and see if you like it better.
If it's bugging you that much try using one light with _jitter and _deviance set.
ydnar wrote:Sun, spot and point lights can be jittered now (you can "jitter" surfacelights with q3map_lightSubdivide already).
New entity keys:
_deviance N (units for point/spot lights, arc degrees for sun lights)
_samples N (number of jitters/samples to take. 8-32 are good values)