Mapster32: how to change a floor's palette without changing the lighting?

In places in the Duke Nukem 3D campaign, there are pools of blood that, I think, are sectors drawn to the shape of how the blood would pool in context, then the palette is changed to red. Unusually (based on my knowledge of Mapster32), in these cases, when you stand over the floor with a red palette, the lighting / your character’s hand+weapon animations are not re-colored as well. How do you prevent a floor’s palette from lighting the sector’s sprites and the player character? Are they two systems, and the tutorial I’m using conflates them, or is there an obscure workaround? Thanks.

I suggest you to post your question to the Duke Nukem 3D mapping forum at
There are many more mapping experts there than there are here.

I was interested in this question too.