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= [[Reconstructing]] =
= [[Underground Testing Tracks (Portal 2)]] =
{{Portal 2 theme menu}}
{{Portal 2 theme menu}}
This [[Portal 2]] aesthetic theme is displayed after the player had awakened [[GLaDOS]] in the single player campaign. Because GLaDOS drops the player deeper into the facility, vegetation and animals presence is significantly diminished; however the facility is still in disrepair and like the earlier [[Destroyed (Portal 2)|destroyed]] theme it is characterized by rusted, decayed areas filled with debris and broken glass.


Level transitions are usually placed in [[Elevator (Portal 2)|elevators]] surrounded by malfunctioning screens and rubble.
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.


== In-Depth ==
== In-Depth ==
[[File:Portal2 panels.jpg|thumb|right|300px|Notice the use of panels in the map.]]
'''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].
This theme takes all the good bits from the destroyed theme, and adds GLaDOS, everyone's favourite homicidal computer. So when making a map don't forget to [[Making GLaDOS speak|get her talking]]. This theme is supposed to gradually get cleaner, this gives the impression the facility is back to it's senses after a long sleep. The levels are ''very'' dynamic, plenty of panels are present, fixing walls, floors, and ceilings; they are used as test elements or just for decoration. And because this theme's heavy use of entities that give the impression that everything is now alive, this theme is recommended for users with advanced knowledge of [[hammer]].


Going by the campaign, [[Faith Plate|Aerial Faith Plates]], [[Thermal Discouragement Beam|Thermal Discouragement Beams]] and [[Hard Light|Hard Light Surfaces]] are the main test elements used throughout the theme. However, that's a lot to go with, so don't try and cram everything in.
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/


On another note unlike the destroyed maps which are fairly small, this theme's map are huge. In the game there are large places to maneuver, and long Faith Plate jumps, the ceilings are high and large [[Slime Water|toxic pools]] are common. Some of these pools are up to 1024 units wide.
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.


== Noticeable Elements ==
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:
The reconstructing theme theme is characterized by the very dynamic feel of it, GLaDOS is back in control and she need to fix ''everything''. She sometimes even build the test chamber itself when you're in it, adding the final touches.
=== GLaDOS ===


Yep, she's back, and if you're using this theme you want her in it. Seriously; a map without dialogue is twice as boring as one that has it. That said, however, go for the unique quotes; we've heard the 'here come the test results' line millions of times, but how often do you hear 'like an eagle, piloting a blimp'? Even better, go for some of the cut lines that can still be found in the game's files! For a list of GLaDOS lines, see here<sup>[http://theportalwiki.com/wiki/GLaDOS_voice_lines]</sup>.
http://cloud.steampowered.com/ugc/54177 ... D153227DB/


=== [[Panels]] ===
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:


Panels are present all around this theme, doing miscellaneous work other than forming the test chamber itself. There are literally hundreds of animations to pick and use from; and if that ain't enough, there are plenty of other panel models to use.
http://cloud.steampowered.com/ugc/54177 ... 324CDF62A/
{{note|Search for animations with 'wake' or 'powerup' in their name in the model browser.}}
These wake animation are animations specifically tailored for this point in the game, and really give the sense that the facility is coming back to its senses. A good thing to do is scrolling through all the animations, with time you'll know exactly what you are looking for.


A thing that is important to point out is that on a large-ish grid size, the panels will be recessed two units into the wall; '''This is normal'''. A common mistake is moving them so they are flush with the Walls, and then adding the brush. All this means is that the panel will actually stick out from the wall. On that note, the brush attached to the robotic arm should be 2 units thick.
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.
 
Now about those miscellaneous dynamic elements to cover; let's begin with the elements relevant to this theme. One clever little trick is using a [[trigger_look]] to trigger a [[logic_relay|relay]], either when the player looks at it or when a certain amount of time has passed. This relay should start the animation of a panel or a group of panels. You should use it for the player might not look where you intended him to look and he'll miss all your hard work making those panels.
 
But panels aren't always attached to robotic arms; some panels are just a brush. This is brilliant for making panels fall of the ceiling into toxic slime pools, which is good for two things. First, it looks awesome, and adds a dynamic element to your map. Second, however, it can be used in a large chamber to draw the players gaze and attention to a certain area, one that they might not have otherwise noticed straight away, perhaps giving them some guidance on where to go, so they can begin with a goal. To do this follow these instructions:
==== Step 1 ====
Create a [[func_physbox]], and texture it as you would to any other rusted panel, useful textures for that are:
* black_wall_metal_005@
* white_wall_tile_004@
* squarebeams_rusty_01
<sub>@ - a variable, a set of letters and numbers.</sub>
 
Attach this func_physbox to a [[phys_hinge]] for maximum effect.
==== Step 2 ====
Add a relay with the following outputs:
:{| border=1 cellpadding="2" cellspacing="1"
|- align=left style="background:#DCDCDC; color:black"
!
! My Output > !! Target Entity !! Target Input !! Parameter !! Delay !! Only Once
|-
| [[Image:Io11.png]] || OnTrigger || func_physbox || EnableMotion || &nbsp; || 0.00 || No
|-
| [[Image:Io11.png]] || OnTrigger || phys_hinge || Break || &nbsp; || 2.50 || No
|}
 
 
Don't constraint your self only to the ceiling, one can also perform this trick with wall panels; just don't use a hinge, but use a small phys_explosion behind the panel to knock it off the wall about a tenth of a second after its motion is enabled. There are instances you can use if you find them appealing:
 
*128x128_ceiling_panel_fall_01.vmf
*128x128_ceiling_panel_fall_02.vmf
*128x128_wall_panel_fall_01.vmf
 
== Miscellaneous tips ==
 
These are the main elements that should be used through out this theme:
*Fallen and broken wall and ceiling tiles
*[[Panels]] with power up animations
*[[Observation Room|Observation room(s)]] with light on
*Active [[Security Camera (Portal 2)|Security camera]]
*Enormous test chambers
*[[Slime Water]] pools
*Flashing [[Test Sign|test sign]]
 
The geometry should be a lot clearer than in the previous theme; everything should be a bit blockier, and a lot more of the panels are black, also; though there are roughly the same amount of white tiles, the solution shouldn't be obvious. This is really what, visually, distinguishes the previous theme from this one. Don't hesitate to make whole walls white, just so long as black and white are in about equal proportion. If you want, add subtle visual indicator to where portals should be placed.
 
== See also ==
*[[Panels]] - For more information on creating panels
*[[Making GLaDOS speak]] - A tutorial on making GLaDOS talk in a test
*http://theportalwiki.com/wiki/GLaDOS_voice_lines - GLaDOS voice lines, a great page with all her speech files

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.