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If you find a way to get gel flow to respect a gravity vector, e.g. so it can fall onto a wall, I'd be very interested.
And yeah, I did end up needing a third copy of the world textured with Invisible for the traces. I just placed it overlapping the point_template clone world though, that worked fine.
For adhesion gel, what you could do is have a point_push with a massive radius placed far away from the map, so it basically pulls the blobs in a single direction. Then when rotating you set paintblob_gravity_scale to 0 (so they aren't affected by real gravity), teleport the point_push below the true floor, and enable it. You'd also need to use a trigger_paint_cleanser covering the whole map to destroy any blobs in mid-flight, since they can't be teleported.
I haven't tried actually implementing this, but if it works then this would be a huge improvement to the system. Of course as I said above P2CE is properly implementing adhesion gel in code, which basically makes adhesion gel recreations like this obsolete, but I guess it's still fun to see how far we can push the vanilla P2 engine with this, especially since P2CE hasn't been publicly released yet. I can send you my current version of the adhesion system if you're still interested at all.
I just tried what you suggested and it does somewhat work, but the point_push was lagging the game (generating warnings in the console about point_push think time >10ms). Portals in the world change the direction/strength of the fake 'gravity' field and also lag the game even more. I don't see a way around these issues.
Feel free to send me your version, I haven't been spending much time on Portal recently though so I might not do much with it.