Some implications in changes in portal 2
-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."
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.
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.
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.
I do really like how other objects are also funneled through portals now. Doing complex object flings is going to be a lot easier.
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
msleeper wrote:
Way to fuck up youtube tags.
Well it doesn't work like other forums I'm in.
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)
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).
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.
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?