Wheatley (Portal 2): Difference between revisions

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{{Portal 2 theme menu}}
{{Portal 2 theme menu}}
[[File:Wheatley_map_example.jpg|thumb|right|250px|An example of a Wheatley-themed map. Notice the open areas that show outside the test chamber and the monitor displaying Wheatley.]]
[[File:Wheatley_map_example.jpg|thumb|right|250px|An example of a Wheatley-themed map. Notice the open areas that show outside the test chamber and the monitor displaying Wheatley.]]
This Portal 2 aesthetic theme is showcased in Chapter 8 and 9. It is characterized by either mass-scale destruction of the chamber, or regular clean themed. The walls are torn apart and you can see all sorts of things outside of the chamber: Gel pipes, other chambers, catwalks, and fire. Each test is monitored by Wheatley shown on a screen.
This Portal 2 aesthetic theme is showcased in Act 4 of the single player campaign. It is characterized by either mass-scale destruction of the chamber, or a regular clean theme with the occasional behind-the-scenes peek. The walls are torn apart and you can see all sorts of things outside of the chamber: Gel pipes, Pneumatic Diversity Vents, other chambers, catwalks, and sometimes fire. Each test is monitored by Wheatley shown on a screen.  Soundscapes include intense destruction sounds: metal wronks, banging, and groans.


== In-Depth ==
== In-Depth ==
This is the last theme the player will encounter in the Portal 2 Single Player campaign. The large destruction of the chambers is mainly caused by Wheatley's terrible handling of the facility. A main part of the map is the outside area, which is seen through the gaps and tears of the test. You will see lots of things breaking, falling apart, and on fire.
This is the last theme the player will encounter in the Portal 2 Single Player campaign. The large destruction of the chambers is caused by Wheatley's terrible handling of the facility. A main part of the map is the outside area, which is seen through the gaps and tears of the test. You will see lots of things breaking, falling apart, and on fire.


== Noticeable Elements ==
== Noticeable Elements ==
===Explosions===
Explosions are also common.  Don't forget to use the instance destruction\destruction_ambience.vmf!  An 'explosion' will randomly happen around a square.  Place this square around your test chamber to give the impression that distant explosions are happening all around the facility.
To create a semi-distant explosion, you'll need an ambient_generic, and env_shake, and a trigger_once linking up to them.
For maximum effect, you can use an env_explosion, however none of the official maps use it.
===Excursion Funnel===
===Excursion Funnel===
Entity [[prop_tractor_beam]] is one of the main elements seen in the Wheatley chambers. It can be used to transport the player, objects, and gel, and can be transported through portals. Creating a hole for the funnel is necessary, or else it looks odd in the wall. If you want the funnel to start reversed, set 'Linear Force' to -250. For reversing it through a trigger/button, create the output:  
The entity [[prop_tractor_beam]] is one of the main elements seen in the Wheatley chambers. It can be used to transport the player, objects, and gel, and can be transported through portals. Creating a hole for the funnel is necessary, or else it looks odd in the wall. If you want the funnel to start reversed, set 'Linear Force' to -250. For reversing it through a trigger/button, create the output:  
:{| class=standard-table
:{| class=standard-table
!  || My Output || Target Entity || Target Input || Parameter || Delay || Only Once
!  || My Output || Target Entity || Target Input || Parameter || Delay || Only Once
Line 14: Line 22:
| [[Image:Io11.png]] || OnTrigger || (the name of your funnel) || SetLinearForce || -250 || 0.00 || No
| [[Image:Io11.png]] || OnTrigger || (the name of your funnel) || SetLinearForce || -250 || 0.00 || No
|}
|}
Don't forget to add an extra output to reset the funnel. A number less than -250 or higher than 250 will cause the funnel to move faster, and lower numbers to have it move slower. It is recommended that you not change the speed of the funnel. The funnel turns out glitchly-looking. You should only use 250 and -250.
Don't forget to add an extra output to reset the funnel. A number less than -250 or higher than 250 will cause the funnel to move faster, and lower numbers to have it move slower. It is recommended that you not change the speed of the funnel, as the funnel turns out glitchly-looking. You should only use 250 and -250.


===Gel===
===Gel===
Gel was an element carried from the Underground themed maps into the Wheatley test chambers. You can still see lots of pipes crowding around the facility. Gel now comes out of regular cube droppers. In the PTI update, they have new Gel Dropper models. Create gel using an info_paint_sprayer.
Gel was an element carried from the Underground themed maps into the Wheatley test chambers. You can still see lots of pipes crowding around the facility. Gel may now out of regular cube droppers. In the PeTI update (DLC2), they have new Gel Dropper models. Create gel using an info_paint_sprayer.


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

Revision as of 19:41, 10 December 2012

An example of a Wheatley-themed map. Notice the open areas that show outside the test chamber and the monitor displaying Wheatley.

This Portal 2 aesthetic theme is showcased in Act 4 of the single player campaign. It is characterized by either mass-scale destruction of the chamber, or a regular clean theme with the occasional behind-the-scenes peek. The walls are torn apart and you can see all sorts of things outside of the chamber: Gel pipes, Pneumatic Diversity Vents, other chambers, catwalks, and sometimes fire. Each test is monitored by Wheatley shown on a screen. Soundscapes include intense destruction sounds: metal wronks, banging, and groans.

In-Depth

This is the last theme the player will encounter in the Portal 2 Single Player campaign. The large destruction of the chambers is caused by Wheatley's terrible handling of the facility. A main part of the map is the outside area, which is seen through the gaps and tears of the test. You will see lots of things breaking, falling apart, and on fire.

Noticeable Elements

Explosions

Explosions are also common. Don't forget to use the instance destruction\destruction_ambience.vmf! An 'explosion' will randomly happen around a square. Place this square around your test chamber to give the impression that distant explosions are happening all around the facility.

To create a semi-distant explosion, you'll need an ambient_generic, and env_shake, and a trigger_once linking up to them.

For maximum effect, you can use an env_explosion, however none of the official maps use it.

Excursion Funnel

The entity prop_tractor_beam is one of the main elements seen in the Wheatley chambers. It can be used to transport the player, objects, and gel, and can be transported through portals. Creating a hole for the funnel is necessary, or else it looks odd in the wall. If you want the funnel to start reversed, set 'Linear Force' to -250. For reversing it through a trigger/button, create the output:

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnTrigger (the name of your funnel) SetLinearForce -250 0.00 No

Don't forget to add an extra output to reset the funnel. A number less than -250 or higher than 250 will cause the funnel to move faster, and lower numbers to have it move slower. It is recommended that you not change the speed of the funnel, as the funnel turns out glitchly-looking. You should only use 250 and -250.

Gel

Gel was an element carried from the Underground themed maps into the Wheatley test chambers. You can still see lots of pipes crowding around the facility. Gel may now out of regular cube droppers. In the PeTI update (DLC2), they have new Gel Dropper models. Create gel using an info_paint_sprayer.