Hmmm - maybe I'm doing the copy paste wrong - the link you gave me is the one I used - I just checked it again - all the values from the page for plr_pipeline are in the env_sun - maybe I should use sky_nightfall_01 instead?
Yep, I agree - maybe once skybox is fixed that will also be fixed
I'm using spots and they are giving me headaches - I'm either getting complete overkill on the light or zero - I can't seem to find a happy medium - any suggestions / links on how to use the spots correctly?
I totally agree - I want get the light done right at the start - because it changes everything else in the map
There are 3 big environment entities that you want to mess with.
To light your map you want to work at the light_environment:
https://developer.valvesoftware.com/wiki/Light_environment
This entity dictates the light your skybox brushes emit. Think of the skybox texture as a brushbased light and the light_environment sets all the parameters for this massive "light". The strength, color, angle and pitch is all set here.
shadow_control
https://developer.valvesoftware.com/wiki/Shadow_control
controls the way shadows from dynamic entities, meaning players, health+ammo pickups or dynamic models such as doors.
env_fog_controller
https://developer.valvesoftware.com/wiki/Env_fog_controller is the entity that adds fog to your map
You mention env_sun but that entity is purely visual, it does not add any light to your map, all it does is add a big glowing sprite in your skybox.
If you feel like it use:
http://forums.tf2maps.net/showthread.php?t=4872 the environment gallery. But generally I think you should spend some time and understand these entities instead of just blindly copy pasting them.
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For light spots, look at the sdk maps that valve ships with hammer. Learn by watching how others have done it, then once you figure out how the various lights work (by a lot of experimenting!) you can go and experiment and try your own settings.
Furthermore, pipeline lighting is really tricky compared to others. plr_pipeline is heavily lit by spotlights while the environment is very dark. Good luck with it but you can easily end up with a very dark map if you're not vigilant.