Overgrown (Portal 2): Difference between revisions

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[[File:2011-05-10_00003.jpg|right|thumb|300px|Overgrown]]
[[File:2011-05-10_00003.jpg|right|thumb|300px|Overgrown]]


The overgrown theme is displayed near the beginning of the single player campaign, in the chambers closest to the earth's surface. It is characterized by rusted, decayed, and moldy areas filled with debris, swaying vegetation and cables. The lighting is harsher than other areas in the game, having bright ceiling lights above plants and wires that cast shadows onto the chamber's playable area. Soundscapes include noises by crickets, cicadas and birds.
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, 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.


After your encounter with [[GLaDOS]], you are dropped much deeper into the facility and the sounds of animals and the presence of plants is significantly diminished.
After players encounter [[GLaDOS]], they are dropped much deeper into the facility, and the sounds of animals and the presence of plants are significantly diminished.


In able 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'
Level transitions are usually placed in [[Vacuum Elevators|elevators]] surrounded by plants, with debris floating through the tubes. Some [[Test Doors|test doors]] are broken or malfunctioning.
 
==Elements==
*Plants
*Broken [[Test Doors]]
*Water stains
*Fallen and broken wall and ceiling tiles
*Malfunctioning [[panels]]
 
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'.


[[Category:Portal 2 Level Design]]
[[Category:Portal 2 Level Design]]

Revision as of 14:37, 11 May 2011

Overgrown

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, 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.

After players encounter GLaDOS, they are dropped much deeper into the facility, and the sounds of animals and the presence of plants are significantly diminished.

Level transitions are usually placed in elevators surrounded by plants, with debris floating through the tubes. Some test doors are broken or malfunctioning.

Elements

  • Plants
  • Broken Test Doors
  • Water stains
  • Fallen and broken wall and ceiling tiles
  • Malfunctioning panels

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'.