In dark maps buildings with lighting look absolutely awesome. But even in lighter maps it would look great to have some lights inside and outside the buildings. And when a building is destroyed it would look better to have red pulsing lights inside rather than the unnatural darkness. Some examples of accidental lighting that look really nice:
Oh I know! Then we can drive then inside tunnels, turn on the lights, honk the horn, and hold our breath, just like in real life!
You could spawn light_dynamics inside some buildings, they give off area light. It would reduce FPS though, and wouldn't work on all buildings because the polygon structure probably isn't set up for that sort of lighting change.
But you can't hide them anyway in that manner... It's not like you can place a building in the middle of a field and people won't notice it because of how perfectly it blends into the terrain, if you can't see a building it's because there's a bloody great cliff in the way and painting it lime green with pink polkadots won't let you see it through solid rock.
but at least in dark ass maps you don't have to fucking turn the brightness up to fucking 11 to see in buildings
I don't know any map that has darker buildings than king and I can see fine in them, also no building other than the BE rax is complicated enough to be difficult to navigate in the dark. Besides, I'd rather have dark buildings than buildings which are bright pink and white regardless of the surrounding environment. Of course if you really want fullbright buildings go into the game material files, find the /buildings folder for each side, and replace the lines in the VMT files which read 'VertexLitGeneric' with 'UnlitGeneric' and have fun with your ugly as hell game.
I say: wait for the release of http://www.moddb.com/mods/city-17-episode-1/news There creating a system of advanced ligthing effects that can be applied to any mod. This includes dynamic lighting.