I did some 2D lighting maps on my Bruce game a while ago. All my platforms and stuff were 3D objects, so what I did was make 2 plains, one in front of the players/enemies, and one behind. Then for each screen there was a seperate pair of shadow textures, these were calculated with Sparky's, doing line collision checks between each pixel and each light source. I also did a height check on each pixel, to decide which shadow layer to use.
These shadow maps took a while to render, so it's not something you can do in realtime, but it did give a cool effect. Having 2 shadow layers means that players can be hidden in shadow as well as being in front of shaded areas. I went for an Abe's Odyssey effect. Anyway, theres a video of Bruce here:
http://www.youtube.com/watch?v=BK3ESzz_d_A

Health, Ammo, and bacon and eggs!
