There are three common solutions.
You either make the second room deliberately visible form the out side and extend the sky box around that geometry as well,
or make vis your bitch so the offending geometry cuts culled, a simple right angle passage between the two rooms would help, for example, rather than the straight line of sight.
or add details higher up in the lower area that block the player from being able to see the unwanted geometry. Quite often this last approach can lead to interesting details in your maps. You can let your imagination fly because these details never interfere with play.
dONKEY wrote:There are three common solutions.
or add details higher up in the lower area that block the player from being able to see the unwanted geometry. Quite often this last approach can lead to interesting details in your maps. You can let your imagination fly because these details never interfere with play.
This is the approach I like the most. Most detail in my maps is in the ceillings.. it's kind of controversal because it's practically invisible most of the time but tends to work best with quake gameplay, as dONKEY says.