Portal 2 Fog Effect?
I was wondering how that blue fog effect was created in the Portal 2 campaign. What I mean is outside the test chambers, where there's huge open space and you can see kinda far, there's blue fog. The same effect is in pretty much all the Wheatley chambers as well. Its even in the community spotlight picture! How can I make this effect in a box of about 300x400?
Create a func_instance, and make the file a global_ents.vmf. Create a logic_auto, add an output targeting the global_ents, and have it trigger the Wheatley or Test chamber environment. For the pit: Make sure that minimal light reaches into it. Make the pit deep, and at the very bottom texture is with a plain black texture. If done correctly it will get a nice fog effect. If you wan't the player to die, simply add a trigger_hurt in the pit.
Also, I don't understand skyboxes, all the maps I've made were clean with no sky. Please excuse my stupidity... 
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In that video, there is fog everywhere, even in the testchamber itself. You can see this when looking down long corridors. It is impoosible to create areas where there is fog and areas where there is no fog simultaneously. This would also look unreal. The reason why you think the smoke was denser behind the wall, is that it is a reall large area.
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In that video you mentioned, it looks like the global_ents were used. It is a hole, which goes really deep and after a while fog shows up. I guess your problem may be that your hole is not deep enough.
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Another thing that could be, is that under map properties, you have set sky_black_nofog as skybox texture instead of sky_black.
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The skybox represents an infinite area, that is what one normally understands under "sky". Therefore, you can see through it if other physical objects are behind it. You should cover the walls through which you see with another texture, probably those plastic walls.
--> create a global_ents, trigger it with one of the a_3, a_4 or bts inputs, make your hole deeper and cover several or even all walls with a solid texture.
Just include that Valve makes a big box around the level in some maps (not too recommended overall for new mappers) and I think that level in the video is made like that, plus a env_fog_controller. For the walls, you could use either the toolsblack_noportal texture or the tooskybox texture selecting as map/skybox (as Brainstone said) the sky_black. I'd suggest the first option though.