Change
make matrix 1,200,200,50,50
to
make matrix 1,200,200,100,100
in order to make the spotlit area more detailed, the problem is with the way that directx calculates lights, the lighting is calculated per vertex, so if you illuminate a low poly object the effect is not so good and the light isn`t as bright, you get the same in some commercial games, noticed how the torch in Halflife is inconsistent when illuminating the inside of air ducts etc???, since they are low poly you get a lit/not-lit effect that looks quite unrealistic, you might also like to play with the vertices on the matrix, but I don`t know about that since the math is more than I can be bothered/able to learn.
Mentor.
1: P4 hyperthreading 3ghz, 1gig mem, 2x160gig hd`s, ATI radeon 9800 pro gfx, 6 way surround sound, 2: AMD 1.2ghz, 512mb ram, FX5200 ultra gfx, stereo 16 bit soundblaster, ups.