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Some implications in changes in portal 2

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Way to fuck up youtube tags.

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msleeper wrote:
Way to fuck up youtube tags.

Well it doesn't work like other forums I'm in.

Made Logic Portals in early 2008. Making diportals in 2011.
Author of Minecraft mods (MAtmos, Minaptics, NoteSlider) and Garry's Mod addons (Gunstrumental, SharpeYe, GarryWare, DepthHUD).

Why is that map not uploaded here. Looks rad.

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You can no longer throw held objects with the LMB. This makes me sad, as it ruins my favourite trick in the original Portal (I don't know if anyone else did it; here's a picture to demonstrate it)
http://i.imgur.com/AkfvX.jpg

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Yeah the first thing I noticed is you can't "throw", which is going to change some things also.

What does everyone think about mapping possibilities for coop? Adding 2 more portals into the mix definitely is going to change things. Or having a player be able to execute flings, without having to be shooting the portals themselves (IE your partner sets up the portals and you're just there for the ride).

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I think there are some portal fling techniques that haven't been discovered yet, and are waiting to be found out by people messing around in co-op. Although, I do find it harder to do complex flings in Portal 2 D:

New tracks every Saturday!
http://www.soundcloud.com/jomonay
"Anything that you do, just be THE best at it" - Kanye West

I don't know, I'm looking forward to less maps relying on insane, hair-precise flings. I never found that very enjoyable.

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msleeper wrote:
I don't know, I'm looking forward to less maps relying on insane, hair-precise flings. I never found that very enjoyable.

But I'm thrown on some simple flings in Portal 2. Something's up with the code.

New tracks every Saturday!
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"Anything that you do, just be THE best at it" - Kanye West

It's probably the funneling like we talked about. You are funneled in, and you're probably funneled on your way out also.

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msleeper wrote:
I don't know, I'm looking forward to less maps relying on insane, hair-precise flings. I never found that very enjoyable.

Thats how I feel too; overall I think the new puzzle-concepts they have added offset the limitations they seem to have placed on the fling mechanics itself. Its more focussed on the puzzle itself, and less on hair-trigger relexes/angles.

Is it just me, or did they also dumb-down or slow-down the turrets?

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