Portal: Difference between revisions

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== Portal custom maps ==
== Portal custom maps ==
* All Portal-specific entities you might need can be found under the [[:Category:Portal Entities|Portal Entities]] category.
* All Portal-specific entities you might need can be found under the [[:Category:Portal Entities|Portal Entities]] category.
* Files for the most useful models are listed in [[List of useful Portal models]]
* The current SDK does not yet support Portal, you will have to use a workaround similar to the [[TF2_SDK_Work-Around|Team Fortress 2 SDK workaround]].
* The current SDK does not yet support Portal, you will have to use a workaround similar to the [[TF2_SDK_Work-Around|Team Fortress 2 SDK workaround]].
{{note|Use "upgrade_portalgun" in console or with point_servercommand to upgrade the portal gun to use two portals - you can also change this in the [[weapon_portalgun]]'s keyvalues}}
{{note|Use "upgrade_portalgun" in console or with point_servercommand to upgrade the portal gun to use two portals - you can also change this in the [[weapon_portalgun]]'s keyvalues}}

Revision as of 07:41, 14 October 2007

On July 13th, 2006 at EA's Summer press event, Gabe Newell announced that a game tentatively titled "Portal" was in production, and that it was due for release alongside Half-Life 2: Episode Two and Team Fortress 2 before the end of the year.

The game is described as a first-person shooter set in the Half-Life universe where you use an "Aperture Science Handheld Portal Device to create dimensional doorways." [1] The game operates as a puzzle-based shooter, allowing you to create portals that link to one another on any flat and large enough surface.

The gameplay is similar to Narbacular Drop by Nuclear Monkey Software, an indie game that won the IGF 2006 Student Showcase. Members of the development team who created the game were hired by Valve in 2005.

Portal custom maps

Note.pngNote:Use "upgrade_portalgun" in console or with point_servercommand to upgrade the portal gun to use two portals - you can also change this in the weapon_portalgun's keyvalues
  • Custom maps(.bsp) should be placed in the Steam\SteamApps\your_account\portal\portal\maps folder.
  • You can either use "map <mapname>" to load the map in-game or create your own challenge script for your map using this tutorial.
  • A new compiler thats not yet released is needed to distinguish walls portals work on from those that they do not work on, as such maps right now allow portals on all wall unless an entity is used to stop it.

External links