Overgrown (Portal 2): Difference between revisions
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*Observation room with broken glass | *Observation room with broken glass | ||
*[[Security Camera (Portal 2)|Security camera]] | *[[Security Camera (Portal 2)|Security camera]] | ||
*Flashing [[Test Sign|test sign]] | |||
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'. | 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 14:50, 11 May 2011
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
- Observation room with broken glass
- Security camera
- Flashing test sign
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'.