Portal 2 too static?
Quote from 262LetsPlay on January 12, 2012, 3:00 pmI think Portal 2 is too static. Lets see in mapping technics: You don't have prop_physics, eyerything is prop_dynamic. Why didn't they a cube with properties of a prop_physics?
Than the puzzles: You find an Info_placement_helper everywhere you have to place a portal. This does not make sense. And you have swapping of portals in the last chapter. First at the [spoiler]crusher scene[/spoiler], then at the [spoiler]"Holmes vs. Moriaty"[/spoiler]. Why? This is physical rubbish. If you fail you fail. In Portal you had nothing from that stuff and it was cooler than Portal 2.
It feels like you are on a rail. Only do that what you are supposed to do. No exploration freedom. Also one scene at the turret sabotage annoys me. You can't get the defective turret back out. How can a object I just picked up be suddendly unmoveable. Same thing with the chairs in the room.
Then to Map Design. In the BTS levels you had in portal doors to make it more realistic. If you look carefully around, it seems that the turret production line can only be reached from testchamber 21. And the poor employees have to walk over the "non-rides" conveyor belts. (maybe the message was therefore.). Some doors would be nice there. One would be enough. All in all, you really recognize that portal was technically a Half-Life 2 Mod. I just feels more realistic and it has this atmosphere that you are in a facility with a crazy AI. Portal 2 is more Team Fortress 2 Style, not because of the textures, but the atmosphere. It feels like comedy, not danger and uncertainty as in Portal.
I'm looking forward to your opinions.
I think Portal 2 is too static. Lets see in mapping technics: You don't have prop_physics, eyerything is prop_dynamic. Why didn't they a cube with properties of a prop_physics?
Than the puzzles: You find an Info_placement_helper everywhere you have to place a portal. This does not make sense. And you have swapping of portals in the last chapter. First at the
It feels like you are on a rail. Only do that what you are supposed to do. No exploration freedom. Also one scene at the turret sabotage annoys me. You can't get the defective turret back out. How can a object I just picked up be suddendly unmoveable. Same thing with the chairs in the room.
Then to Map Design. In the BTS levels you had in portal doors to make it more realistic. If you look carefully around, it seems that the turret production line can only be reached from testchamber 21. And the poor employees have to walk over the "non-rides" conveyor belts. (maybe the message was therefore.
I'm looking forward to your opinions.
Quote from spongylover123 on January 12, 2012, 5:47 pmIn portal they didn't use info_placement_helper.
They used npc_bullseye.
And they use those entities because they want the trigger_push and trigger_catapult to push you accurately on the target.
If they didn't, you just keep dying.
In portal, They used prop_dynamic, func_door, trigger_multiple, func_detail, ambient_generic for a floor button
In portal 2, they coded in the sounds, effects, triggers into a prop_floor_button and more variations of it.
In portal, they used a prop_dynamic, func_button, func_detail, trigger, ambient_generic for buttons.
In portal 2, they made a prop_button.
In portal, the engine didn't work well with portals, as with the many YouTube videos showing the bump glitch, out of map glitch, peek a portal.
In portal, GLaDOS, doors, elevators, cores, chairs, tables, buttons, unstationary scaffolds, victory lift, energy ball launcher and catcher, and a lot more were prop_dyamics.
In portal 2 valve updated the engine to a more updated alien swarm engine.
Also about the turret sabotage, if you want to take out the turret, Valve would have to put more logic_relays, math_counters.! And it would've been easier just to make the turret unable to be picked up.
About test chamber 21 to turret production line, aperture uses portals, have you seen the elevator video of the laser beam, they used 2 portals to carry the beam to the test chamber. The scientists can merely place a portal some where near the turret production line, one at their office, and they can visit the turrets.
The chairs couldn't be carried because in portal, people use chairs for climbing to ledges. And they only wanted the chairs as an aesthetic, there are many excuses for you why you can't pick up chairs, the chairs are too heavy, the chairs are nailed down to the floor, the chairs collapsed to the floor or the wheels could've melted to the floor due to maybe extreme hot weather and deterioration of the facility.
So as you can see, it's easier, to map and play. And no it's not tf2, the danger is still there, a robot that kills you, you touch asbestos, you have toxic water. If you don't like p2 complain to valve and dont play it, they took (I think) over a year to make this awesome game. What I mean is, we're not going to do anything about it, so complaining to us is useless.
In portal they didn't use info_placement_helper.
They used npc_bullseye.
And they use those entities because they want the trigger_push and trigger_catapult to push you accurately on the target.
If they didn't, you just keep dying.
In portal, They used prop_dynamic, func_door, trigger_multiple, func_detail, ambient_generic for a floor button
In portal 2, they coded in the sounds, effects, triggers into a prop_floor_button and more variations of it.
In portal, they used a prop_dynamic, func_button, func_detail, trigger, ambient_generic for buttons.
In portal 2, they made a prop_button.
In portal, the engine didn't work well with portals, as with the many YouTube videos showing the bump glitch, out of map glitch, peek a portal.
In portal, GLaDOS, doors, elevators, cores, chairs, tables, buttons, unstationary scaffolds, victory lift, energy ball launcher and catcher, and a lot more were prop_dyamics.
In portal 2 valve updated the engine to a more updated alien swarm engine.
Also about the turret sabotage, if you want to take out the turret, Valve would have to put more logic_relays, math_counters.! And it would've been easier just to make the turret unable to be picked up.
About test chamber 21 to turret production line, aperture uses portals, have you seen the elevator video of the laser beam, they used 2 portals to carry the beam to the test chamber. The scientists can merely place a portal some where near the turret production line, one at their office, and they can visit the turrets.
The chairs couldn't be carried because in portal, people use chairs for climbing to ledges. And they only wanted the chairs as an aesthetic, there are many excuses for you why you can't pick up chairs, the chairs are too heavy, the chairs are nailed down to the floor, the chairs collapsed to the floor or the wheels could've melted to the floor due to maybe extreme hot weather and deterioration of the facility.
So as you can see, it's easier, to map and play. And no it's not tf2, the danger is still there, a robot that kills you, you touch asbestos, you have toxic water. If you don't like p2 complain to valve and dont play it, they took (I think) over a year to make this awesome game. What I mean is, we're not going to do anything about it, so complaining to us is useless.
Quote from Idolon on January 14, 2012, 9:22 pm262LetsPlay wrote:This is physical rubbish. If you fail you fail.Suppose they did not add portal swapping. Instead of pissing off just you, they piss off everyone who places the wrong portal. Pissing off just you is the lesser of two evils, since Valve can't please everyone.
Suppose they did not add portal swapping. Instead of pissing off just you, they piss off everyone who places the wrong portal. Pissing off just you is the lesser of two evils, since Valve can't please everyone.
