Sky Transfer Tutorial
Near the end of Amorphous Euphoria development I learned that sky transfers indeed have nothing to do with any kind of MAPINFO but instead are implemented in the map itself. I learned that this works in pretty much every port (excluding vanilla/chocolate ofc) and that includes Crispy Doom so I went to town with it!
As shown in a dummy sector: Apply "Linedef Action #271" to a linedef and apply the texture you want the Sky to be as the UPPER Texture (in the picture seen as 'SKY3'). Notice that the Tag is also '0', this means that the Sky will be changed to your desired Sky Texture in all sectors that are also Tag '0' so if you have sector with a Sky ceiling using a different Tag then you will need to create an additional "Linedef Action #271" with the same Tag as the corrosponding sector to keep the skies the same.
If you want to perform Sky Transfers using different Tags on different sectors next to each other then remember to change the brightness level on the different sectors so they will render as desired as seen in Amorphous Euphoria maps 1, 9, and 11. Note that this particular visual only works in Crispy Doom, Woof, Doom Retro, and dsda-Doom in software mode.
Now you know how to do sky transfers and always guarantee that your map will have the sky you want it to have!
Fun also-fact, (at least in Boom ports) if you scroll the wall texture, the sky will scroll as well.
You can use linked scrollers to create an illusion of movement too. I used this to create a switch that accelerated and then "moved" a spaceship by progressively scrolling the sky outside the windows more and more until it looked like you were "up to speed". I could have also had it slow down and stop but that wasn't necessary in my case.