This compile and setup of entities probably wasn't the best for my point but still it got across.
Now this is how I set up my point-lights for bumpy, this is the best method to use to get the best effects from the secularity of your textures on the engine.

The top light points to the info_null with a light value of 1000, the bottom light doesn't point to any other entity and has a light value of 50. The bottom light would normally be a higher value but on Oaks I found that it being set to a lower value worked out for me.
With this arrangement you have the top light show the light coming from the model above and the bottom light giving light to walls and surfaces which the light above doesn't
http://gotdelirium.com/maps/norm_rad_difference.gif
Here there is 4 images which are rotating.
"Norm" refers to a normal compile which doesn't include any other switches.
"Norm, Bounce 8" refers to a light compile which only includes -bounce 8.
"Rad" refers to a light compile which only includes -radbump (a switch which only works using any of the FS_q3map_Radbump.exe files)
"Rad, bounce 8" refers to a light compile which includes -radbump (a switch which only works using any of the FS_q3map_Radbump.exe files) and -bounce 8
You can see a small difference between the normal compile and the compile with 8 bounces. With only 2 light entities you would expect the difference to be quite minimal.
The major difference you can see here is when -radbump is used. There is a clear definition of where the light source is and where its coming from, also the light itself is a lot clearer. Though there is a difference between one light on this compile and a whole map, compiling with -radbump has increased the compile time quite significantly and with the addition of 8 bounces even this small map took a while to compile.
Compile times aside I do think a lot more of you 3rd party mappers should look into using FS_q3map_Radbump.exe and -radbump. The use of specular textures adds a lot to the map but just know there is more to bumpy than just making specular and bumpy textures

This has been put as an article on my site, enjoy