User talk:Mr.p.kiwi: Difference between revisions

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= [[Reconstructing]] =
= [[Behind the Scenes (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.
This [[Portal 2]] aesthetic theme is featured prominently during the manufacturing section of the singleplayer campaign, and is also used between test chambers and during escape sequences in Aperture Laboratories. It is characterized by unfinished construction and machinery. Catwalks, panel undersides, uncovered light fixtures, exposed wiring, and vents are common. Vast skyboxes are used in Aperture Laboratories to give the player a sense of the massive scale of the facility.  


Level transitions are usually placed in [[Elevator (Portal 2)|elevators]] surrounded by malfunctioning screens and rubble.
Level transitions are usually placed between [[Heavy Door (Portal 2)|heavy security doors]].


== In-Depth ==
== In-Depth ==
[[File:Portal2 panels.jpg|thumb|right|300px|Notice the use of panels in the map.]]
[[File:P2ManuSmall.jpg|right|thumb|300px|You can see a lot of tubes transporting various test elements to uknown part of the facility.]]
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]].
This theme serves really only for plot advancement, so the scope for puzzles is somewhat limited here. Sure, there's the old 'portal over to that wall behind me' to traverse long distances and stretch out dialogue, but making actual puzzles out of this theme without making it feel contrived is kind of difficult. You'll see it done more successfully in co-op maps usually, due to the fact that the plot isn't quite as important and Valve tried to make the theme a puzzle rather than to leave an impact on the player.  
<br>The exception to this is if you're making a full-blown mod, maybe even with a story; as aforementioned, these can make nice interludes, and the sheer multitude of destruction sequences available for the [[Catwalk (Portal 2)|catwalks]] are brilliant for action scenes.


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.
Due to the vast proportions of '''Aperture Laboratories''' there's a lot of free space between test chambers and other rooms used for various purposes. In these in-between areas a lot of 'behind the scenes' work is done; building and testing of '''test elements'''. Because of this the theme is more to immerse the player than to be a good puzzle environment, however, using the various 'test elements in-testing-state' as functioning test elements could make it a more interactive puzzle.
Most puzzles seen in this theme tend to revolve around momentum, and they do tend to work best in co-op. However, if you have an idea for a puzzle that involves moving test elements, [[Conveyor (Portal 2)|conveyor tracks]] or exceptionally big momentum puzzles, try going with this theme.


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.
== Noticeable Elements ==
Aperture Laboratories is known to solve their problems in the most ridiculous way possible, take the [[Vital Apparatus Vent|Pneumatic Diversity Vents]] for example, seen transporting numerous test elements, and garbage, from one place to another.


== Noticeable Elements ==
Humans, on the other hand, use catwalks as their form of transportation, and these should arrive everywhere, like the vents. All other robotic personnel use '''management rails''', which they cannot be detached from.
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 ===
=== GLaDOS ===


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These are the main elements that should be used through out this theme:
These are the main elements that should be used through out this theme:
*Fallen and broken wall and ceiling tiles
*Huge pillars allowing angular [[Fling (Portal 2)|flinging]]
*[[Panels]] with power up animations
*Long [[Catwalk (Portal 2)|Catwalk]] rails
*[[Observation Room|Observation room(s)]] with light on
*Management rails
*Active [[Security Camera (Portal 2)|Security camera]]
*[[Vital Apparatus Vent|Pneumatic Diversity Vents]]
*Enormous test chambers
*[[Conveyor (Portal 2)|Conveyor Belts]]
*[[Slime Water]] pools
*Huge environments
*Flashing [[Test Sign|test sign]]
*[[Heavy Door (Portal 2)|Door]]
*[[Shredder|Shredders]]


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.
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.

Revision as of 02:27, 18 November 2011

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


Behind the Scenes (Portal 2)

This Portal 2 aesthetic theme is featured prominently during the manufacturing section of the singleplayer campaign, and is also used between test chambers and during escape sequences in Aperture Laboratories. It is characterized by unfinished construction and machinery. Catwalks, panel undersides, uncovered light fixtures, exposed wiring, and vents are common. Vast skyboxes are used in Aperture Laboratories to give the player a sense of the massive scale of the facility.

Level transitions are usually placed between heavy security doors.

In-Depth

You can see a lot of tubes transporting various test elements to uknown part of the facility.

This theme serves really only for plot advancement, so the scope for puzzles is somewhat limited here. Sure, there's the old 'portal over to that wall behind me' to traverse long distances and stretch out dialogue, but making actual puzzles out of this theme without making it feel contrived is kind of difficult. You'll see it done more successfully in co-op maps usually, due to the fact that the plot isn't quite as important and Valve tried to make the theme a puzzle rather than to leave an impact on the player.
The exception to this is if you're making a full-blown mod, maybe even with a story; as aforementioned, these can make nice interludes, and the sheer multitude of destruction sequences available for the catwalks are brilliant for action scenes.

Due to the vast proportions of Aperture Laboratories there's a lot of free space between test chambers and other rooms used for various purposes. In these in-between areas a lot of 'behind the scenes' work is done; building and testing of test elements. Because of this the theme is more to immerse the player than to be a good puzzle environment, however, using the various 'test elements in-testing-state' as functioning test elements could make it a more interactive puzzle. Most puzzles seen in this theme tend to revolve around momentum, and they do tend to work best in co-op. However, if you have an idea for a puzzle that involves moving test elements, conveyor tracks or exceptionally big momentum puzzles, try going with this theme.

Noticeable Elements

Aperture Laboratories is known to solve their problems in the most ridiculous way possible, take the Pneumatic Diversity Vents for example, seen transporting numerous test elements, and garbage, from one place to another.

Humans, on the other hand, use catwalks as their form of transportation, and these should arrive everywhere, like the vents. All other robotic personnel use management rails, which they cannot be detached from.

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[1].

Panels

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.

Note.pngNote: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.

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 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

@ - a variable, a set of letters and numbers.

Attach this func_physbox to a phys_hinge for maximum effect.

Step 2

Add a relay with the following outputs:

My Output > Target Entity Target Input Parameter Delay Only Once
Io11.png OnTrigger func_physbox EnableMotion   0.00 No
Io11.png OnTrigger phys_hinge Break   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:

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