What makes a great BTS map?
greykarel wrote:
Hey, don't get me wrong. I don't mean it's bad. I just wanted to be sure you can't get from an overgrown chamber through one-level corridor to open bts area with tons of fog and other stuff over your head.
Heh, I didn't say that you said it's bad. I'm just clearing your doubts 
greykarel wrote:
As for the skybox type. You can toggle it in game. It's realy awesome and easy. Go to map properties and set sky type you want to start with (let's say sky_white). Also there set a name for your map. Then somewhere in transition area create a trigger_multiple with output OnStartTouch >> name in map properties >> AddOutput >> Skyname sky_black. Also you can enable the fog here.
Didn't work. I can't give the worldspawn (map properties) a name. Its always red in color. 
greykarel wrote:
Just ignore that it's red. It should work anyway. At least it works for me in my test map. I've just checked it.
Really? Must I trigger the BTS fog of the global_ents too? Because when I trigger the trigger, the BTS fog gets triggered, but the skybox appears to be blue, light blue.
So do I use the global_ents instance for the fog or do I create the fog manually? (env_fog_controller, etc..)
My trigger outputs are :
OnTrigger -> bts_area_fog -> TurnOn
OnTrigger -> worldspawn -> AddOutput -> skyname sky_black
Note that this output
OnTrigger -> !player -> SetFogController -> bts_area_fog
...is in the global_ents and it will turn my skybox color to light blue and emits light too. Thats why I don't use global_ents in the BTS area, I use a single env_fog_controller.
Any ideas? 
EDIT: Fixed it by removing the light_env.