People also won tourneys using ridiculously high accel and ball mice. That doesnt make those things good. Nowadays, mostly everyone has wised up and stopped using silly settings/setups.
Easily visible bright models (not r_ovebrightbits 0) and depth perception are a good start.
Also I didnt read your previous posts carefully before, but now that I have I should point out that vertexlighting in q3 never made the game look like that. Not even close. It simply removed the self-shadowing but kept the rest of the lighting intact. Fullbright 1 + brightbits 0 + vertex 0 on the other hand completely removes all the lighting and shading from the map. And I'm pretty sure that no one good has ever used that retarded combination.
Now that id has finally fixed vertexlighting in ql so that it works the same as it did in q3 you can remove the shadows w/o making your game look like a sea of shit.
It's only on certain maps at the moment though, when it's on "all" maps, I'll use that obviously.
The models are bright enough with brightbits 0 and fullbright and it doesn't remove depth perception at all. I've certainly seen configs for many top players that had fullbright "1" (That's how I "discovered" it in the first place, but until cnq3 it would reset and vertexlight worked properly anyway!).
pretty sweet, the problem was r_overbrightbits. It resulted in item spawns and random wall sections being lit up. The only side effect of setting r_overbrightbits to 0 is that the crosshair darkens as well. But I'll see if that really matters
Where in the first pick you see a bright crosshair, enemies and the lit up quad area. In the second screenshot this lit up area's are fixed, but everything lost some brightness.