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I suspect the excessive brightness of the white surfaces in this scene is a result of the bloom shader only calculating a surface's color and illumination (e.g. no reflectivity or roughness), hence fully-lit white surfaces are blindingly bright. There's a new generation of games that will be using 'physically-based' rendering that will hopefully be prone to fewer of these flaws, as they don't use color to determine brightness.
Also, see the strange shapes on the back wall. Those were what surprised me most when I first compiled this map.