It's been kind of standard procedure to use _sun_light and _sun_ambient for lighting outdoor maps, but _sun_ambient leads to incorrect and bland lighting.
Here's a screenshot of some geometry lit with _sun_light 300, _sun_ambient 60:
Note how all the shadowed area is uniformly lit, and the reflected light of the ground is actually making the sides of the rocks look
lighter when they should be
darker. _sun_ambient simply applies the same value to all surfaces exposed to the sky. This isn't accurate, as some areas are going to be exposed to more sky than others and should be lighter, while areas with just a hint of sky exposure should be darker.
I spent a while working on writing a new lighting utility that had more accurate sun lighting and ended up with:
Only to be informed that ArghRad already had effectively the same feature: _sun_surface. If set to 1, it will use the surface value and color of the texture you have on the sky brushes, or you can just use RGB values.
The following screenshot is using "_sun_light" "300" and "_sun_surface" "38 42 51" (to match the blue-ish tint of the sky atmosphere):
Note the darker areas around the barrels and where the rocks meet in the corners, and the fact that it just looks more natural in general.