The Map Builder allows real time map creation, so lightmaps wouldnt render at run time, so i had to increase the quality of the map builder with better image-based-lighting, better skybox, better fog, better terrain, added sun lens flare, and added a few post effects.
At the end of the improvements, custom maps ended up looking better than the lightmapped maps since the lightmaps were so low quality that over-using the IBL on the lightmaps did not produce as good of a result as the map builder.
Instead by matching the quality of non lightmapped custom maps, i was then able to add Real Time Shadows as a bonus for having all of the maps using a lighting standard. i had to create additional shader versions that allowed shadows, and versions without shadows to allow the performance to remain high on low end devices that dont support real time shadows. Additional benefits include less lookups, less draw calls, faster map loading (since large maps had 8~ lightmaps) and less memory usage from the lightmap textures.
I still use lightmaps on Zombie Manor, and will probably continue to use them since its a primarily indoor map but even now im looking at alternatives to having to light the map, and instead letting fog and ambient light, with IBL lighting the indoors, with point lights only used in side a few key rooms. I feel the benefits from having box projected floor reflections will negate the loss of lightmaps, additionally all of the benefits i listed above will allow me to expand on the zombie manor map as well.
It works okay. I’d add more props to the map and remove the ability to wall jump and get on roofs and stuff. And apparently you can shoot through everything to kill someone.