That’s a million dollars question - how could ancient lightmaps baker generate better static lighting than 2016 engine?! (perhaps not better, but more suited for static + dynamic environments)
I’ve worked plenty with Quake 3 lighting system (my game on Steam uses q3bsp maps and q3map2 lightmaps baker app for Quake 3) and I wouldn’t be posting about this if I didn’t know what I was talking about.