Failed to write to Steam Cloud
Quote from srs bsnss on December 16, 2013, 3:51 amp2map_publish.exe is telling me that it can't upload a map because it failed to write it to the Steam Cloud, and that I should verify the file name and try again.
The map is 130mb, and has a bunch of custom textures and a couple custom models. None are greater than 10mb.
Any ideas what's causing this error?
p2map_publish.exe is telling me that it can't upload a map because it failed to write it to the Steam Cloud, and that I should verify the file name and try again.
The map is 130mb, and has a bunch of custom textures and a couple custom models. None are greater than 10mb.
Any ideas what's causing this error?

Quote from RectorRocks on December 16, 2013, 4:29 amI thought the maximum file size of a map should be no larger than 100MB?
I thought the maximum file size of a map should be no larger than 100MB?
Quote from srs bsnss on December 16, 2013, 4:39 amRectorRocks wrote:I thought the maximum file size of a map should be no larger than 100MB?I was under the impression it was 200...you might be right though.
EDIT: So it's 100mb, you were right. I guess I'll have to try and get the filesize down then.
I was under the impression it was 200...you might be right though.
EDIT: So it's 100mb, you were right. I guess I'll have to try and get the filesize down then.
Quote from Lpfreaky90 on December 16, 2013, 12:11 pmprobably the easiest thing to get the file size down is to only do an hdr compile and to lower the lightmapscale.
As for file size; yea, portal 2 is still at 100 mb
probably the easiest thing to get the file size down is to only do an hdr compile and to lower the lightmapscale.
As for file size; yea, portal 2 is still at 100 mb
Quote from Dafflewoctor on December 16, 2013, 8:38 pm130 mb for a Portal 2 level! What is IN this map?
130 mb for a Portal 2 level! What is IN this map?
Quote from CamBen on December 16, 2013, 10:00 pmI've gotten past 130 mb with two of my maps, almost completely because of custom content.
I've gotten past 130 mb with two of my maps, almost completely because of custom content.
Aperture Science: We do our science asbestos we can!
Quote from Arachnaphob on December 16, 2013, 10:24 pmDr.Toaster Waffles wrote:130 mb for a Portal 2 level! What is IN this map?It's more of a matter of what
*puts on sunglasses and speaks in deep voice*
ISN'T in the map.*Gets slapped by everyone on TWP.com*
Edit: Sorry for the off topic... I just had to. Anyways, try eliminating some large brushes, making more surfaces nodraw, converting custom sounds to .mp3 instead of .wav (maybe), increasing lightmaps for far off areas, decrease named lights/lights with effects, and removing unnescesary detail. (Detail that the player can only see for a split/second.
It's more of a matter of what
*puts on sunglasses and speaks in deep voice*
ISN'T in the map.
*Gets slapped by everyone on TWP.com*
Edit: Sorry for the off topic... I just had to. Anyways, try eliminating some large brushes, making more surfaces nodraw, converting custom sounds to .mp3 instead of .wav (maybe), increasing lightmaps for far off areas, decrease named lights/lights with effects, and removing unnescesary detail. (Detail that the player can only see for a split/second.
Musical website Moddb
Quote from srs bsnss on December 17, 2013, 4:30 amI ended up splitting the map into two parts.
The original map had dimensions in the excess of 12800x12800x12800 (although it wasn't all connected, it had world portals connecting some parts), with a fair amount of custom textures and such. I went through the map, made a lot of faces have higher lightmap scales, checked all my textures were DXT5, but finally decided the easiest way is splitting it into two parts. Kills the pacing a little, but it works to get the size down, plus looks natural.
I ended up splitting the map into two parts.
The original map had dimensions in the excess of 12800x12800x12800 (although it wasn't all connected, it had world portals connecting some parts), with a fair amount of custom textures and such. I went through the map, made a lot of faces have higher lightmap scales, checked all my textures were DXT5, but finally decided the easiest way is splitting it into two parts. Kills the pacing a little, but it works to get the size down, plus looks natural.