i am currently playing around with a skyportal for my map and i followed a tutorial, that told me, just to make a second room outside of player reachable and viewable space, give it the same sky texture as the actual player map and put a props_skyportal entity into it.
it works so far until i noticed a massive fps drop and i figured out, that the whole level is drawn with the other stuff in the skyportal, and thus the whole level always being visible twice…
what can i do against this?
what other new entities and texture parameters are there? google only finds 1 tutorial page about skyportals, so help would really be appreciated.
complete map became part of skyportal skybox
What is inside of your skyportal room? Usually you only put terrain and/or a decal texture (like marketgarden).
edit: also, which tutorial did you follow because I am aware of two.
sorry but i can’t find the url again…
anyways, only some test brushes and the props_skyportal are inside the skybox. another forumthread here points out, that a FULL vis compile would be needed to prevent that effect, that would really suck because then every test would take ages to compile… i think there should be a fix for this in the vis code, because, as some other mapper mentioned, the old q3map didn’t have this flaw…
Just make a full compile (no fastvis).
and make sure the brushes around your props_skyportal have no leak 
Make sure its not parallel with your map in any way too, because if its in a position where the map is directly beside it, you could see it over your portal mountains… basically what I am saying, is try moving it up.