Re: Materials (PBR, Specular, Normal maps)

At the time I figured that the best mapping to Doom would be to assume that light level = classic ambient light = environmental light. This works okay the diffuse component of a material, but breaks down for specular.
What we maybe could do is to redefine what normal dynlights mean in PBR. Currently I'm treating them exactly as attenuated lights - that is, they are both physical point lights. But I could change it so that normal lights act as stand-in for the environmental light. I'm not too keen on applying the AO map on all light sources as then you might as well just remove the map and bake AO into the albedo texture.
What we maybe could do is to redefine what normal dynlights mean in PBR. Currently I'm treating them exactly as attenuated lights - that is, they are both physical point lights. But I could change it so that normal lights act as stand-in for the environmental light. I'm not too keen on applying the AO map on all light sources as then you might as well just remove the map and bake AO into the albedo texture.