Look above the catwalk where the scientist is standing. Bunch of white stuff. It gives off the same effect as if you’re staring into the void, as in, the pixel that draws “nothing” will repeat the last pixel (giving a “hall of mirrors” effect), and because of the post-processing effects (like HDR) then becomes solid white.
Meanwhile, the console spams this message:
Too many vertex format changes in frame, whole world not rendered
I guess this neatly looking teleporter room is too much for Source, so it spits out this error, and quits rendering parts of the map. 12-year-old-engine, yay.
It’s only when entering the final teleporter room that the game spits out this error. The rest of the map is fine (since it’s not rendering the entire teleporter room all the time).