Here is the Tremulous build for the metro map. On that first screenshot (Tremulous build), the lack of light between the left side of the corridor (tank and trunks) and the right side of the corridor (shelves) is NOT a shadow, but the broken result of both a broken light attenuation, broken light baking, and broken light blending equations that accumulate brokenness together.
Also the lack of light between us and the horizontal neon on the corridor ceiling, on the background when the corridor reaches the staircase is not a shadow but a mix of four brokennesses: misuse of point light, broken light attenuation, broken light baking, broken light blending.

Here is a local build of my current local branch for Unvanquished leveraging the most accurate things we have: nofast light attenuation, linear light baking, linear light blending, light emitting shaders).
On that second screenshot, the shadow is the lack of light projected from the right vertical neon that doesn't reach the floor because of the shelf pillar. That is a shadow. And the light on the corridor ceiling is correct.
