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Failed to write to Steam Cloud

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?

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I thought the maximum file size of a map should be no larger than 100MB?

RectorRocks 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.

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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 :(

Or Lower some cubemaps,

130 mb for a Portal 2 level! What is IN this map?

I've gotten past 130 mb with two of my maps, almost completely because of custom content.

My YouTube Channel: https://www.youtube.com/user/Camben24
Aperture Science: We do our science asbestos we can!
Dr.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.

When life gives you lemons, make apple juice and have everyone wonder how you did it.
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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.

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