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

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= [[Behind the Scenes (Portal 2)]] =
= [[Underground Testing Tracks (Portal 2)]] =
{{Portal 2 theme menu}}
{{Portal 2 theme menu}}
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 short corridors between two [[Heavy Door (Portal 2)|heavy security doors]].
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:P2ManuSmall.jpg|right|thumb|300px|You can see a lot of tubes transporting various test elements to uknown part of the facility in this theme.]]
'''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 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. Due to the nature of this theme, it is recommended for users with advanced knowledge of [[hammer]].
 
The vast proportions of '''Aperture Laboratories''' allows a lot of free space to exist 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.
 
Something that is important to keep in mind when building tests for this theme is that it should look as if it was not designed to be a test. There shouldn't be a solution, as this is not a test, only a way to advance. Keeping the 'tests' look realistic is to make the player break the rules in these parts, like walking on the reverse direction of a '''conveyor belts''', '''breaking tubes''' that deliver test elements to other parts of the facility, etc.
== 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.
 
Humans, on the other hand, use catwalks as their form of transportation, and these should be connect to every [[Heavy Door (Portal 2)|door]], [[Button (Portal 2)|button stand]] or anywhere maintenance might be needed, like around vents and 'quality control' stations. If you don't want the player to explore an area placing destroyed catwalks or locked doors would be a good way to do this without it looking unrealistic.
<br>All other robotic personnel use '''management rails''', which they cannot be detached from.
=== Pneumatic Diversity Vents ===
 
The '''Pneumatic Diversity Vents''' are used extensively throughout this theme, as a mean to give further background of the facility and how it is constructed. Serving no other purpose other than decoration their use is very limited; however clever use of them had been seen in the official campaign, such as:
*Long plot advancing 'tube ride' sequences
*Transporting test elements
*Destroyed to deliver gel
 
The tubes are not aligned to the grid, but rather are bent to every direction. However their construction is rather easy. Before making a pipe remember that you don't need it to make sense, if the tube goes behind a building where the player can't see it there is no need to attach it to anything, just finish it there.
Also, when making the tubes notice there are four beams surrounding the tube, make sure they are all aligned with the ones of the next model (that means only 90° [[Pitch Yaw Roll]] values).
<br>Now let's start, first create the basic shape you want your vent to have; for example, a long straight line that has a 'T junction' at the end. Now group all the models you used to create you basic shape and rotate them freely so they would look purposeless. That's about it; with time you'd improve upon it.
==== Tube Rides ====
 
In the official campaign there is a part where the player and [[Wheatley]] are sucked by a vent and sent through the pipe system to [[GLaDOS|GLaDOS's]] chamber. This was done by attaching a [[point_viewcontrol]] to a 1x1x1 model which is animated to be flying through a very specific set of pipes. Unless you are making a full blown mod, this is not recommended as for the hard work involved in making it.
 
{{todo|Explain the creation process of this}}
 
==== Transporting Test Elements ====
 
In some of the maps in the official campaign these vents were used to transport bombs at the press of a button. This is a good way to interactively transport elements in the behind the scenes sections of the game, as normal cube droppers don't fit this theme.
 
A good puzzle introduced in the cooperative campaign had a vent that sends one cube out of it at a press of a button, one player had to press the button, while the other had to fling to catch it in time. <br>This map is named '''mp_coop_fan'''.
 
Most test elements in the vents are animated props, but since these are only good for very specific arrangement of the tubes, it is recommended to make [[prop_physic]] be transported through the tube with the help of [[trigger_push]] brushes that will be placed in the tubes, like done in the [[Pneumatic Diversity Vent]] test element.
==== Gel Dispensing ====


At some parts of the behind the scenes environment there are vent that transport [[Gel (Portal 2)|Gels]] from the [[Underground (Portal 2)|old aperture]] parts to the [[Clean (Portal 2)|newer parts]] of the facility. Some environments may require use of these gels and like stated above test elements are not supposed to be used in these parts, therefor another way must be found to retrieve the gel. Breaking the tube is one way of achieving this.
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/


{{todo|Explain the creation process of this}}
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:


== Miscellaneous tips ==
http://cloud.steampowered.com/ugc/54177 ... D153227DB/


These are the main elements that should be used through out this theme:
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.
*Huge pillars allowing angular [[Fling (Portal 2)|flinging]]
Here is my map again, trying to recreate that same feeling:
*Long [[Catwalk (Portal 2)|Catwalk]] rails
*Management rails
*[[Vital Apparatus Vent|Pneumatic Diversity Vents]]
*[[Conveyor (Portal 2)|Conveyor Belts]]
*Huge environments
*[[Heavy Door (Portal 2)|Door]]
*[[Shredder|Shredders]]


there are a number of models designed for this section of the game, in the form of cables, vents and, of course, catwalks, and I recommend you use these. They dontnhave to be anything captivating or dynamic, but a wall with cables makes a lot more sense than one without; there are, by the way, instances for detailed cable Walls and such things; I believe they are in the 'bts/' folder, but I can't remember if that even exists. Also, I would very much recommend you use some of the BTS overlays, such as numbers, 'Turret Manufacturing', et cetera.
http://cloud.steampowered.com/ugc/54177 ... 324CDF62A/


== See also ==
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.
*[[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.