I fixed the minor misaligned textures. They've been a recurring problem in the blue base that is hard to fix in one go. This is where peer review works!
I've also changed the light entities so that they are coordinated more across the two bases. It's subtle but most people should think it's better.
I've tried as Strahlemann suggested to change the light textures to be blue/red coordinated. For blue this is easy as there is a standard texture for this that was already in use. Red doesn't seem to have worked. There was no standard red light texture so I created one (and the _glow) in the GIMP directly from the blue ones just by switching the channels round.
Although the texture has appeared in radiant (along with the glow map) and it appears in game (along with the glow map), q3bsp2 does not seem to have taken it into account when lighting the level so whereas the blue lights have a blue lit area around them (different from glow, this requires building to support it) the red texture has no lit area round it despite glowing. This makes the red base appear darker than the blue base just because the world is not being lit as it should be.
I noticed that the blue texture has a tinylightblue2k equivalent which I had looked for in the data pk3 but it doesn't exist. Is this 2k texture what I need to make a red version of for the world to be lit by it in q3bsp2? What does the 2k texture do?
Here's the original blue texture and glow, and the red and glow that I made:
Have I done something drastically wrong with my new textures? They are a lot smaller than the originals as I've saved them in GIMP with some fairly aggressive settings but that shouldn't influence how they act as a JPEG.
I thought about the two sky idea but thought it wouldn't work either. One way would be to create a sky that goes from red to blue. That could even be a natural sky at sun set.
The arena game mode problem seems to be something broken with my setup. It has recently refused to accept the existence of any arena maps... for some reason.
TIA
Laters losers.