This article relates to the game "Portal". Click here for more information.
This article relates to the game "Portal 2". Click here for more information.

Fling: Difference between revisions

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(The debugging tools explained, but they're only for catapults, not portal flings. Also added a basic description of how a fling works)
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'''Flinging''' is a basic movement skill in both [[Portal]] and [[Portal 2]], in which the player converts a downwards kinetic energy from gravity of either himself or an object, to the same energy directed straight up, horizontally or diagonally. This skill is performed by placing a portal on a surface far below the the player, and another portal facing the intended direction of movement. The player then falls into the first portal, accelerating due to gravity. As momentum is conserved between portals, the player is then "flung" out of the second portal at the velocity they reached accelerating downwards.
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[[Category:Portal]]
[[Category:Portal 2 Level Design]]
 
[[File:Flingicon.png|right]]
[[File:Fling2icon.png|right]]
[[Fling]]ing is a basic movement skill in {{portalserieslinked|4}}. The player converts a downwards kinetic energy from gravity of either themselves or an object to the same energy directed straight up, horizontally or diagonally. This skill is performed by placing a portal on a surface far below the the player and another portal facing the intended direction of movement. The player then falls into the first portal, accelerating due to gravity. As momentum is conserved between portals, the player is then "flung" out of the second portal at the velocity they reached accelerating downwards.


However, there are major differences in how these are handled in each game.
However, there are major differences in how these are handled in each game.


===Air control===
===Air Control===
In Portal, the player can literally bend their flying arc sideways during a fling, about the same way the Demoman or the Soldier do in [[Team Fortress 2]]. In [[Portal 2]], there is '''little to no air control'''; it is kept to a slight bending, and can be predicted accurately, or be a result of a prediction.
In {{Portal|2}}, the player can airstrafe during a fling to bend their flying arc, in a similar manner to the Demoman or the Soldier in {{tf2|2}}. It is possible to enter a floor portal diagonally while crouched to perform special flings and to fling crouched to reach higher places.


In [[Portal 2]], it is no longer possible to crouch-jump into a portal, '''entering into a portal crouched makes no difference'''. In Portal, it is possible to enter a floor portal diagonally while crouched to perform special flings, and to fling crouched to reach higher places. In [[Portal 2]], crouching doesn't make a difference, but flinging diagonally is still a possible move if the portal is placed on a diagonal surface, or if the player enters the portal diagonally.
Since {{Portal2|2}}, there is '''little to no air control'''; it is kept to a slight bending and as such can be predicted accurately or be a result of a prediction. It is no longer possible to crouch-jump into a portal—'''entering into a portal crouched makes no difference''', but flinging diagonally is still a possible move if the portal is placed on a diagonal surface or the player enters the portal diagonally.


[[Portal 2]] introduces the [[Aerial Faith Plate]], which acts similarly to a fling, using a [[trigger_catapult]] instead of a pair of portals. It is used extensively in places in which the level designer wants to '''make the player land on a small area''', keeping the 'random factor' deaths to a minimum. Debugging tools are available in [[Portal 2]] (through the [[ent_bbox]] and [[ent_absbox]] commands) to visualize predicted flinging arcs from a [[trigger_catapult]].
''Portal 2'' introduces the [[Aerial Faith Plate]], which acts similarly to a fling, using a {{ent|trigger_catapult}} instead of a pair of portals. It is used extensively in places in which the level designer wants to '''make the player land on a small area''', keeping the "random factor" deaths to a minimum. Debugging tools are available through the {{ent|ent_bbox}} and {{ent|ent_absbox}} commands to visualize predicted flinging arcs from a <code>trigger_catapult</code>.


===Physical props===
===Physical Props===
Props like cubes are handled differently in [[Portal]] and in [[Portal 2]]. In Portal, it uses about the same system as the gravity gun as the handled prop keeps a lot of its physical properties. In [[Portal 2]], some of the physical properties of the handled prop are sacrificed to '''allow the player to fling with those props''' without too much of a problem.
Props like cubes are handled differently in ''Portal'' and in ''Portal 2''.<br>
In {{Portal|2}}, it uses about the same system as the gravity gun, as the handled prop keeps a lot of its physical properties. Also, it is possible to get killed by colliding with a speeding prop or by flinging into an immobile prop.


Also, in [[Portal]], it is possible to get killed by colliding with a speeding prop, or by flinging into an immobile prop. In [[Portal 2]], the player takes no damage from physical interaction with props.
Since {{Portal2|2}}, some of the physical properties of the handled prop are sacrificed to allow the player to fling with those props without too much of a problem. The player takes no damage from physical interaction with props.
 
 
[[Category:Portal 2 Level Design]]

Latest revision as of 17:52, 18 July 2025

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Flingicon.png
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Flinging is a basic movement skill in Portal series Portal series. The player converts a downwards kinetic energy from gravity of either themselves or an object to the same energy directed straight up, horizontally or diagonally. This skill is performed by placing a portal on a surface far below the the player and another portal facing the intended direction of movement. The player then falls into the first portal, accelerating due to gravity. As momentum is conserved between portals, the player is then "flung" out of the second portal at the velocity they reached accelerating downwards.

However, there are major differences in how these are handled in each game.

Air Control

In Portal Portal, the player can airstrafe during a fling to bend their flying arc, in a similar manner to the Demoman or the Soldier in Team Fortress 2 Team Fortress 2. It is possible to enter a floor portal diagonally while crouched to perform special flings and to fling crouched to reach higher places.

Since Portal 2 Portal 2, there is little to no air control; it is kept to a slight bending and as such can be predicted accurately or be a result of a prediction. It is no longer possible to crouch-jump into a portal—entering into a portal crouched makes no difference, but flinging diagonally is still a possible move if the portal is placed on a diagonal surface or the player enters the portal diagonally.

Portal 2 introduces the Aerial Faith Plate, which acts similarly to a fling, using a trigger_catapult instead of a pair of portals. It is used extensively in places in which the level designer wants to make the player land on a small area, keeping the "random factor" deaths to a minimum. Debugging tools are available through the ent_bbox and ent_absbox commands to visualize predicted flinging arcs from a trigger_catapult.

Physical Props

Props like cubes are handled differently in Portal and in Portal 2.
In Portal Portal, it uses about the same system as the gravity gun, as the handled prop keeps a lot of its physical properties. Also, it is possible to get killed by colliding with a speeding prop or by flinging into an immobile prop.

Since Portal 2 Portal 2, some of the physical properties of the handled prop are sacrificed to allow the player to fling with those props without too much of a problem. The player takes no damage from physical interaction with props.