If this is done, the player can cease crouching and stand up through the portal on the ceiling (assuming there is a linked BLUE one somewhere else).
While standing up through this ORANGE portal, the player is not effected by the gravity on the BLUE side. I.e. if the linked BLUE portal is placed on a ceiling or wall, the player will not fall out but can shoot in sort of a pseudo portal-in-portal which does not require the player to duck out of the portal before the connection is made.
I've already got a large number of puzzles planned that use this technique, but I've run into some problems. The main problem is that if the player shoots a new ORANGE portal somewhere else whilst standing up in the middle of it, the player can be sort of "teleported" or slightly moved (though not from a portal but rather the absence thereof).
If the ORANGE portal you're standing up through disappears, sometimes the game will lodge you in the ceiling (you'd have to noclip out), in some cases the game may choose to make you fall through the platform you're standing on, and other times it may teleport you above the platform you're on.
I've tried a number of methods to combat this, but I was wondering if anyone else had a fix to suggest.
1) Tried putting a trigger in the volume the player would get stuck in occasionally that would move the platforms, but the trigger would go off if a portal was placed on the adjacent surface and the player then used it. It also didn't seem like moving the platforms would properly dislodge the player every time.
2) Tried putting player clips above and below the crouch space.
If worse comes to worst, I think my only option will be to locate a stationary map-defined ORANGE portal in the ceiling of the crouch space that can be activated by pressing a button or something - and limit the player to the use of only the BLUE portal. This will take quite a bit of the challenge of the maps out, so I don't want to resort to this unless I have to. Another option would be to KILL the player if they become embedded, but it will take some trial-and-error to prevent it from killing players portal'ing on the adjacent surfaces.
So ... suggestions?

