It looks like they need a lot of work. The lighting is very fake looking - it's almost all pre-baked and looks very bad compared to the original community versions of the night time maps.
They should subtly re-design the map layouts slightly for night time use - add more flood lights or other lights. Maybe set up an FOB in the middle of the Zavod forest in order to have lights leading to/from it in a logical manner.
Call of Duty: Modern Warfare 2's campaign did night levels exceptionally well in the section where you play the Marines right before/after Washington DC gets nuked.
Especially after the nuke, all of the electronics are down due to the EMP effect of the nuke, so the level relied on lightning storms, soft ambient lighting, raging fires, and strategically placed flares and glo-sticks to provide the necessary lighting.
Take a look at one of the fire-lit scenes. Notice the dark edges of the scene away from the fire, and the extreme contrast between the sides of the soldier and environment lit by the flames and the sides not lit by the flames.
Outdoor scene before lightning flash - low ambient light and the shadows allow soldiers to hide, while still being able to navigate the level. Notice the surrounding and background buildings are dark.
Lightning flash lights the scene, but there are still 3 soldiers hidden in the shadows when facing us (lit up on the other side). Foreground buildings lit up, show veiled details. Background building lit up bright!
Strategically placed glo-sticks light a stairwell. Soldiers and objects cast shadows that can be detected ala stealth games like Thief.
Another glo-stick green-lit scene. Notice how dark it is in the areas not bathed in green light - just like real life.
Glo-sticks visible on the ground. A handful light up this small room very well.
Strategically placed flares and some low-level ambient lighting provide a very cool, otherworldly effect, and can provide some blinding effects when entering a room.
Another flare - much darker hallway. Flare is set at the corner of the hallway to provide maximum luminescence in both directions. Still very dark outside the circle of light.
Corner flare, a couple overhead lights, and some basic ambient lighting are all that are used here.
Anyway, if DICE can implement these environmental cues, maybe leave some lights on while others are out (main interior lights are out following cutting a power line, but emergency generators kick in providing reduced back-up lighting?) then we could have some really, really cool matches. The lightning idea MW2 implemented was extremely cool too, and I imagine people could time their fire to match lightning strikes to mask the muzzle flash and sound, no?