
Here's what we are used to seeing.

Mappers can fix this in the editor. Select the brushes that the light is leaking through. In the 2d window, right click on a highlighted brush & select func_group. With the brush still selected, hit the N key on your keyboard to open the entity window. Add the key _lightmapscale with a value of 0.5 as shown in this image.

Save your work & compile the map. Final result.....FIXED!
