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*[http://meta.wikimedia.org/wiki/Help:Table| How to create tables]
*[http://meta.wikimedia.org/wiki/Help:Table| How to create tables]


= Portal 2 Themes =


A set of in-depth articles about the aesthetics of Portal 2. These few pages are based on [[User:Rubrica|Rubrica]]'s tutorial posted on Thinking With Portals<sup>[http://forums.thinkingwithportals.com/mapping-help/on-the-aesthetic-themes-in-portal-2-v0-9-1-t4257.html]</sup>.
= [[Underground Testing Tracks (Portal 2)]] =
{{Portal 2 theme menu}}


#Destroyed
This [[Portal 2]] tutorial will expand the [[Underground (Portal 2)|Old Aperture]] page with various insightful tips and tricks too complex or long for the main article to contain.
#Restore
#Behind the Scenes
#Old-Aperture
#Clean


These tutorials will not cover the cooperative's campaign use of the themes; however the methods of using each theme will be described and can be used when detailing a cooperative testing track.  
== In-Depth ==
== Gallery ==
'''Aperture Laboratories''' again proves they are able to find the most ridiculous ways of dealing with their issues as a growing facility. This time they bought a salt-mine and started building from the bottom upwards. Now they faced a new problem - how to build their testing tracks. Luckily they found a solution for that too, they built huge metal spheres that suspend hundreds of feet in these underground trenches. So a major component when designing an Old Aperture-themed map is capitalizing on the exterior portions of your map. The [[Enrichment sphere|enrichment spheres]] are meant to give an ominous impression, full of damaged structures and deteriorated walkways. A successful Old Aperture map looks daunting – although it has survived the test of time, it has received scars and has potential for danger. Take for example this picture from Valve’s map in Portal 2 [http://cloud.steampowered.com/ugc/541775700474320140/FBE3C8667135695217AED66121B08BF2120F7A83 sp_a3_jump_intro].


<gallery>
The map is almost completely revealed at the start of the course, exposing all of the brittle supports and winding pipes. However, the feeling of anticipation is built as the player wonders what incredible events occur in the upcoming structures. Valve’s maps are designed like soundstages on a Hollywood movie lot to detach the player from the realities of Chell’s dire situation and enter the world of Aperture Science in its 1950’s heyday.
File:Sp colo tbeam paint0241.jpg
In this next picture, taken from one of my Old Aperture maps, I attempted to recreate that same feeling:
File:Global shadow mapping.jpg
http://cloud.steampowered.com/ugc/541775700470392286/C2EE4B8CC0052EDF11B190717C9CA996F9F4A356/
File:Large Emancipation Grid.jpg
File:2011-05-10 00003.jpg
</gallery>


= Destroyed =
By raising the next chamber up, I’ve given the building a dominating presence in my map – this is a place that the player will ultimately have to make his climb to the exit. No matter what kind of map you are working on, designing it with a vertical perspective is a good idea as it makes gravity its own puzzle element and gives the player the sense of progress. I’d also like to take the time to note how important lighting is in Old Aperture maps. Unlike its clean counterpart, Old Aperture should have plenty of variance between dark and light to display the importance of certain areas and elements. There’s a lot of extra space in the spheres, so designers need to use light to show where the player should and shouldn’t need to go.
{{Portal 2 theme menu}}
This [[Portal 2]] aesthetic theme is displayed during the beginning of the single player campaign, in the Aperture Laboratories chambers closest to the earth's surface. It is characterized by rusted, decayed, and moldy areas filled with debris, broken glass, swaying vegetation and cables. The lighting is harsher than other areas in the game, and has distant skylights through plants and wires which cast big shadows. Soundscapes include noises by crickets, cicadas and birds.


Level transitions are usually placed in [[Elevator (Portal 2)|elevators]] surrounded by plants, with debris floating through the tubes. Some [[Test Door (Portal 2)|test doors]] are broken or malfunctioning.
Since much of the exterior work is built to make the player anticipate the upcoming chambers (unless you specifically designed a puzzle to work outdoors in Old Aperture, which has its own upsides and downsides), making the interiors is equally important. Here is an example from the same Valve map:


== In-Depth ==
http://cloud.steampowered.com/ugc/54177 ... D153227DB/
[[File:2011-05-10 00003.jpg|thumb|right|300px|One of the earliest tests in Portal 2 used this theme to make a small test unforgettable.]]
In the single-player campaign this was the first theme the player had encountered, and consequently had been designed to be visually striking and to leave as big an impact as possible on the player. This theme is supposed to everything feels very organic. On that note, however, do not confuse this with being dynamic; the player must get the feeling that everything is dying if not already dead, that this is the end, and that they are in solitude.
The official campaign uses the theme only for two things:
#Tutorials - very simple cube and button based testing and momentum puzzles
#Plot advancement
However don't limit yourself to such simple tests. As stated above this theme is designed to leave an impact on the player so if you have a simple yet innovative and unique puzzles, or those with brilliant moments of epiphany (colloquially known as 'aha' moments) use this theme. If you have a new testing element to show off, this sort of striking theme might just ingrain it in the player's mind forever.


== Noticeable Elements ==
The important element in this map, and throughout the Old Aperture section of the game, is the function over cosmetic point of view. These “sets” aren’t designed to impress people with their state-of-art architecture or beautiful design, but rather to supply as a testing stage that can be easily built. From this picture alone, we can see the bare bones of the structure are visible: the building’s framework lining the ceiling, the air conditioning system riding up the wall, metal and wood supports holding up corners and edges and left-over paint work.  
The destroyed theme is characterized by the very organic feel of it, the vegetation is the most iconic element of the theme, while the [[skybox]] is the main source of light in the map.
Here is my map again, trying to recreate that same feeling:
=== Skybox ===
[[File:Sky change.png|thumb|right]]
If you'd like to let the player see the puzzle, adding a light source is very important. Since the theme is supposed to give the impression the player is very close to the surface, certainly the sun shines on the test track. Skybox lighting is actually very easy to create. Go into the Map menu and select map properties. Next, find the key value that says what the skybox texture should be, and change this to sky_white - no folder, no file extension, just that. Next, create a brush where you want the skybox to be; naturally, make sure it seals the map from leaks, as always. Texture this brush with tools/toolsskybox. Create a light_environment entity and place it anywhere inside the map. Now, you could just stop there, but it's bad practice to ever use a perfectly white light, so I like to use the setting Valve uses in their maps. Use these exact key values:
::{| class=standard-table
!  Property Name || Value
|-
| Pitch || -80
|-
| Brightness || 255 247 217 250
|-
| Ambient || 255 247 217 400
|-
| Sun spread angle || 5
|-
| Angles || 0 280 0
|}


=== Foliage ===
http://cloud.steampowered.com/ugc/54177 ... 324CDF62A/


To have swaying vegetation in your map you must have an active env_wind entity and your plant models must be prop_static with the Ignore surface normal for computing vertex lighting set to 'yes' or '1'.' So, uh, yeah. I DID just copy that directly from the VDC. However, there is a little more to it than that; it sounds like common sense, but people tend to forget these things. First off, gameplay and aesthetics ARE NOT entirely segregated; when placing foliage (or any prop, for that matter, but especially foliage and sometimes rubble), you must consider the level's puzzle. You don't want to accidentally obscure a portalable wall with vines, thereby making the whole puzzle twice as hard. Secondly, and it infuriates me when people don't do this, place foliage in logical and realistic places. If there's a gaping hole in the ceiling, have the vines hang down from the edge of the hole, not the corner of the room (it is perfectly acceptable to have foliage in corners, nooks and crannies, but it just makes more sense to have it by holes). Also, if you do have vines by a hole, don't make the newbie mistake of having the vines start at ceiling level; have them start at skybox level, so that they're not hanging from mid-air, or at least make sure the player can't see that they are, if you do.
If you use many different wall materials, it gives the impression that the builders of these sets were using whatever they could get their hands on: wood, metal, grating, sometimes nothing. Again, we see the left over paint work, which could have been used to tell the builders where to orient the test structure and is now left to hint the player. For the inside of the structure, I used a mixture of self-designed florescent lighting along with the “cold” light instances to give the section a more isolated, forgotten feeling in comparison’s to the exterior’s warmer, ominous glow. Again, it is important to highlight the pinnacle testing items.

Latest revision as of 13:53, 13 January 2012

Tables

Trying to create good looking tables! ...You know, for the articles; but they need to reach perfection somewhere. If YOU feel like it, you can create a table here too, so that everyone can learn, including yourself. You can experiment on this page all day long - just leave your name as the title of the table, so that it'll be more organized.

To do such a thing, you would need to do something like this:

{| class="standard-table"
|+ your name goes here
!Header
|-
|Table
|}

For example:

Mr.p.kiwi 23:43, 31 July 2011 (PDT)
This will be a header This will be a header2 This will be a header3
Column1; Row1 Column2; Row1
Column 1; Row 2&3 Column3; Row2
Column2; Row3 Column3; Row3


External Links


Underground Testing Tracks (Portal 2)

This Portal 2 tutorial will expand the Old Aperture page with various insightful tips and tricks too complex or long for the main article to contain.

In-Depth

Aperture Laboratories again proves they are able to find the most ridiculous ways of dealing with their issues as a growing facility. This time they bought a salt-mine and started building from the bottom upwards. Now they faced a new problem - how to build their testing tracks. Luckily they found a solution for that too, they built huge metal spheres that suspend hundreds of feet in these underground trenches. So a major component when designing an Old Aperture-themed map is capitalizing on the exterior portions of your map. The enrichment spheres are meant to give an ominous impression, full of damaged structures and deteriorated walkways. A successful Old Aperture map looks daunting – although it has survived the test of time, it has received scars and has potential for danger. Take for example this picture from Valve’s map in Portal 2 sp_a3_jump_intro.

The map is almost completely revealed at the start of the course, exposing all of the brittle supports and winding pipes. However, the feeling of anticipation is built as the player wonders what incredible events occur in the upcoming structures. Valve’s maps are designed like soundstages on a Hollywood movie lot to detach the player from the realities of Chell’s dire situation and enter the world of Aperture Science in its 1950’s heyday. In this next picture, taken from one of my Old Aperture maps, I attempted to recreate that same feeling: http://cloud.steampowered.com/ugc/541775700470392286/C2EE4B8CC0052EDF11B190717C9CA996F9F4A356/

By raising the next chamber up, I’ve given the building a dominating presence in my map – this is a place that the player will ultimately have to make his climb to the exit. No matter what kind of map you are working on, designing it with a vertical perspective is a good idea as it makes gravity its own puzzle element and gives the player the sense of progress. I’d also like to take the time to note how important lighting is in Old Aperture maps. Unlike its clean counterpart, Old Aperture should have plenty of variance between dark and light to display the importance of certain areas and elements. There’s a lot of extra space in the spheres, so designers need to use light to show where the player should and shouldn’t need to go.

Since much of the exterior work is built to make the player anticipate the upcoming chambers (unless you specifically designed a puzzle to work outdoors in Old Aperture, which has its own upsides and downsides), making the interiors is equally important. Here is an example from the same Valve map:

http://cloud.steampowered.com/ugc/54177 ... D153227DB/

The important element in this map, and throughout the Old Aperture section of the game, is the function over cosmetic point of view. These “sets” aren’t designed to impress people with their state-of-art architecture or beautiful design, but rather to supply as a testing stage that can be easily built. From this picture alone, we can see the bare bones of the structure are visible: the building’s framework lining the ceiling, the air conditioning system riding up the wall, metal and wood supports holding up corners and edges and left-over paint work. Here is my map again, trying to recreate that same feeling:

http://cloud.steampowered.com/ugc/54177 ... 324CDF62A/

If you use many different wall materials, it gives the impression that the builders of these sets were using whatever they could get their hands on: wood, metal, grating, sometimes nothing. Again, we see the left over paint work, which could have been used to tell the builders where to orient the test structure and is now left to hint the player. For the inside of the structure, I used a mixture of self-designed florescent lighting along with the “cold” light instances to give the section a more isolated, forgotten feeling in comparison’s to the exterior’s warmer, ominous glow. Again, it is important to highlight the pinnacle testing items.