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Some implications in changes in portal 2

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-This is a short list of minor changes in portal 2 that may change how many people map...Firstly, the portal gun does not light up when on a portable surface. This means that mappers can no longer have super accurate portal placement stuff.

-

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. That's going to be very significant.

-No more crouch jumping, which means crouch flings will have to go.

-Portal tunnelling has been removed which can be good or bad, depending on your situation. EDIT: It hasn't been entirely removed,a similar but slightly different glitch takes its place.

-Also, as glados says your air controls are "as graceful as an eagle...piloting a blimp."

What moving surfaces are you talking about? If you are referring to

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, keep in mind that the movement was just a sleight of hand. The room wasn't moving, the ceiling and floor above you were to simulate moving. That's why you could keep portals active on those surfaces, even if in-universe the room itself was moving.

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msleeper wrote:
What moving surfaces are you talking about? If you are referring to
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, keep in mind that the movement was just a sleight of hand. The room wasn't moving, the ceiling and floor above you were to simulate moving. That's why you could keep portals active on those surfaces, even if in-universe the room itself was moving.

When you are disconnecting the neurotoxins with Wheatley.

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Oh wow, I completely forgot about that. Yeah nevermind, the game has changed.

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The maps are also going to be much larger, what with all the faith plates, funnels, gels and stuff. That's probably the biggest difference from Portal. Playing the original Portal now is so claustrophobic.

New tracks every Saturday!
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Also it feels like fling physics have changed significantly. Especially angled entrances don't seem to give the expected angled outcomes anymore. Maybe they're still possible and I haven't played enough with it yet though.

Player1 wrote:
Also it feels like fling physics have changed significantly. Especially angled entrances don't seem to give the expected angled outcomes anymore. Maybe they're still possible and I haven't played enough with it yet though.

I'm getting the same. It's the portal funnel thing they made optional in the original game. It can mess up quite a few flings, but I guess it was put in so the people playing on the shiny consoles wouldn't rage quit.

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"Anything that you do, just be THE best at it" - Kanye West
Jomonay wrote:
I'm getting the same. It's the portal funnel thing they made optional in the original game. It can mess up quite a few flings, but I guess it was put in so the people playing on the shiny consoles wouldn't rage quit.

Hm. Portal 1 funneling I always left on. In fact, as I recall it, many custom map puzzles relied on it being there in order to gain extra momentum during a fling.

EDIT: In any case, it doesn't feel like just that is missing. It feels like there's something going on with angular entrance momentum not being transformed correctly. It feels like all momentum is translated directly into "coming straight out of the portal" momentum.

Having portal funneling disabled is stupid, it doesn't make you a "superior" player or something. It's crap when you fuck up a fling because you miss the portal by like 6 pixels or something.

I do really like how other objects are also funneled through portals now. Doing complex object flings is going to be a lot easier.

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Player1 wrote:
In any case, it doesn't feel like just that is missing. It feels like there's something going on with angular entrance momentum not being transformed correctly. It feels like all momentum is translated directly into "coming straight out of the portal" momentum.

This statement is false. I mean, yours.
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Made Logic Portals in early 2008. Making diportals in 2011.
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