Portal 2

Portal 2

Portalarity part 1-cube movement
19 Comments
wildgoosespeeder 9 Sep, 2015 @ 7:40pm 
Use "sv_portal_placement_never_fail 1" in console. It may give you control to place portals anywhere on surfaces that shouldn't, just place it where you think they portals should go. That is the best work-around right now.

Also, I think I have seen this concept on ThinkingWithPortals.com before somewhere.
ManOfColours868 5 Sep, 2013 @ 4:50am 
I'll have to give this a thumbs down then
tanger2b  [author] 27 Jan, 2013 @ 3:02pm 
Yeah. This map has been broken for months. I'm too lazy to fix it. Sorry :/ Love the bold btw
david5271 27 Jan, 2013 @ 2:33pm 
@ Sanguine As a puzzle mechanism, I love the idea. The map needs a little work though. Once you're in the position shown in the screenshot, you're stuck. What I viewed to be rather straightforward was not. The single lower panel behind and to the left of the lower platform is not[/b] portalable. Based on observing the first room, I get that the fizzler detects the box position and activates things - I assume there are portalable wall panels at the end of the ant trail that flip over once the box moves past the fizzler. This would allow you to transport the box and activate the button embedded in the wall below the illustrated position Also, I know it's a small detail, but it seems you can't portal through the tractor, either. I'd love to see where this goes but I'm at a standstill until this is fixed. Help!

5271
Portalnerd 14 Oct, 2012 @ 5:04pm 
cool new test element.
tanger2b  [author] 9 Oct, 2012 @ 3:32am 
Yes. This map needs a slight revision and I will attempt to fix this ASAP
The Sojourner 9 Oct, 2012 @ 1:55am 
Neat mechanism. I could see it being used for other objects maybe. In this test something wasn't exactly working out for me: I couldn't figure out how to get the cube off the platform in the central room. This could be because there was one surface which I thought was portalable, but somehow wasn't.
tanger2b  [author] 7 Oct, 2012 @ 6:16pm 
@narkfestmojo CUBEMAPS!!!!!!
- |UKMD|.Titos Funeral. 29 Aug, 2012 @ 8:38am 
very nice indeed. ty.
Treviso 9 Jul, 2012 @ 7:55am 
Geneosis 6 Jul, 2012 @ 1:14pm 
Nice new mechanism ^^ Maybe you could prevent the player to go inside the funel in the last part of the test... I did so and had no way to come back to the platform ^^" Anyway I liked both the portal-reversing funnels and the cube detector fields ;)
Zapperlott 5 Jul, 2012 @ 9:47am 
Very cool concept! I liked this map
narkfestmojo 30 Jun, 2012 @ 7:05pm 
Cubemaps are really annoying, I wanted a good set of 'rules of thumb' for adding cubemaps and could find nothing on the internet except a bunch condescending comments from hammer experts describing what cubemaps are and not how to use them.

If you're interested, hammer comes with example maps (like sp_a2_column_blocker) which show cubemaps usage and hopefully provide some insight. The basic idea is that you put them whereever you need to reflect the world. Near tractor beams, item droppers etc, you should put them near glass as well but it's not needed and have a few at eyeball height (64 units) for when you're walking around carrying something. Also don't work unless they are minimum of 16 units away from the surface.
tanger2b  [author] 30 Jun, 2012 @ 6:53pm 
No, trust me, There are SO many people (me included) that know nothing about cubemaps. I think everyone needs a small example. P.S. You know how I did this, right?
narkfestmojo 30 Jun, 2012 @ 5:14pm 
Sorry tanger2b; I should have used spoiler blocks...

I won't be offended if you delete my message
tanger2b  [author] 30 Jun, 2012 @ 4:41pm 
Thank you so much, I never really knew anything about how cubemaps work, this is very helpful. Next time though, please use spoiler tags when you talk about the puzzle, that's for people to find out themselves.
narkfestmojo 30 Jun, 2012 @ 4:12pm 
Nice idea, but you really need to provide some explanation.
It took me ages to realise that you control tractor direction based on which portal you connect with. I did notice the first tractor change direction, but I thought it had something to do with the cubes movement. You might consider some in game text.

One other thing; env_cubemaps, place them 16 units in front of every tractor beam and around the transport tubes to get the reflections and colour right. Your image above shows good colour, unfortunately this isn't how it looks for people downloading through workshop.
I'm not sure what's going on, but I think P2 caches reflection textures so when you test your map in P2 it relies on already cached reflection textures which don't exist in the bsp file making it look good during testing, but not when it's downloaded and run through workshop. Download it and run yourself (through workshop) to see what I mean.
tanger2b  [author] 30 Jun, 2012 @ 1:14pm 
It's pretty simple, but OK
Msushi 30 Jun, 2012 @ 12:58pm 
Tutorial on how to make tis plz