Like I said, it was just a quick "first pass" so there is definitely room for improvement. eg, some are perhaps a bit too subtle and would hardly be noticed. Perhaps some others could be a bit less bright. So, yeah, it needs a bit of work, but I don't plan on doing it.

A few things to be aware of:
It will work properly in Doom2, but not in Doom because id, in their wisdom, when they made Doom2 kept some switch names but changed their appearance. These switches will have bright areas in the wrong place in Doom but will be fine in Doom2. Also, there are some textures in Doom that probably should be bright but I haven't touched any Doom only textures, so these will not be bright with the pk3 loaded. If anyone wants to use these as a base for a Doom set (or anything else for that matter), go ahead. You can do what you like with it.
You might think that it messes up some "special" effects. eg, in a flickering sector, with the brightmaps loaded, any light textures or flats will remain bright even if the light levels change.
So, yeah, it's not perfect but I mainly did it out of interest and I thought that I may as well share it.
This zip contains a PK3 which contains the brightmaps and a simple test level that has all the appropriate textures and flats in it. To test them, load both the wad and the PK3 otherwise run GZdoom with just the PK3 to see the effect in the regular maps.
[edit]
Downloads changed
Doom
http://www.zen64060.zen.co.uk/examples/d1brightmaps.zip (215 kb)
Doom2
http://www.zen64060.zen.co.uk/examples/d2brightmaps.zip (246 kb)
[/edit]
Remember to enable brightmaps in the OpenGL shaders menu.
Screenshots:
[spoiler]


