Some implications in changes in portal 2

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hanging_rope
435 Posts
Posted Apr 19, 2011
-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.

-Portals can be placed on movable surfaces in some cases. 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."

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msleeper
4,136 Posts
Admin
Posted Apr 20, 2011
Replied 3 hours later
What moving surfaces are you talking about? If you are referring to when Wheatley was moving the entire test chamber you were in to him, 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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Jomonay
294 Posts
Posted Apr 20, 2011
Replied 1 hour later

msleeper wrote:
What moving surfaces are you talking about? If you are referring to when Wheatley was moving the entire test chamber you were in to him, 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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msleeper
4,136 Posts
Admin
Posted Apr 20, 2011
Replied 49 minutes later
Oh wow, I completely forgot about that. Yeah nevermind, the game has changed.
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Jomonay
294 Posts
Posted Apr 20, 2011
Replied 19 minutes later
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.
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Player1
212 Posts
Posted Apr 20, 2011
Replied 4 hours later
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.
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Jomonay
294 Posts
Posted Apr 20, 2011
Replied 1 hour later

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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Player1
212 Posts
Posted Apr 20, 2011
Replied 17 minutes later

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.

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msleeper
4,136 Posts
Admin
Posted Apr 20, 2011
Replied 2 hours later
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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Hurricaaane
189 Posts
Posted Apr 20, 2011
Replied 9 minutes later

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.
j-vyBmw8k-o
http://www.youtube.com/watch?v=j-vyBmw8k-o

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msleeper
4,136 Posts
Admin
Posted Apr 20, 2011
Replied 1 hour later
Way to fuck up youtube tags.
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Hurricaaane
189 Posts
Posted Apr 20, 2011
Replied 20 minutes later

msleeper wrote:
Way to fuck up youtube tags.

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

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msleeper
4,136 Posts
Admin
Posted Apr 20, 2011
Replied 4 minutes later
Why is that map not uploaded here. Looks rad.
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Jomonay
294 Posts
Posted Apr 20, 2011
Replied 7 minutes later

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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msleeper
4,136 Posts
Admin
Posted Apr 20, 2011
Replied 2 minutes later
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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Jomonay
294 Posts
Posted Apr 20, 2011
Replied 24 minutes later
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:
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msleeper
4,136 Posts
Admin
Posted Apr 20, 2011
Replied 2 minutes later
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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Jomonay
294 Posts
Posted Apr 20, 2011
Replied 34 minutes later

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.

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msleeper
4,136 Posts
Admin
Posted Apr 20, 2011
Replied 1 minutes later
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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xitooner
132 Posts
Posted Apr 20, 2011
Replied 29 minutes later

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?