User talk:Mr.p.kiwi

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Revision as of 14:08, 10 November 2011 by Mr.p.kiwi (talk | contribs) (Well, one day it'll be awesome. I'm almost copying it word-by-word, hope that's fine)
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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

Portal 2 Themes

A set of in-depth articles about the aesthetics of Portal 2. These few pages are based on Rubrica's tutorial posted on Thinking With Portals[1].

  1. Destroyed
  2. Restore
  3. Behind the Scenes
  4. Old-Aperture
  5. Clean

Gallery

Destroyed

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, broken glass, 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.

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

In-Depth

In the single-player campaign this will be the first theme the player will encounter, and consequently had been designed to be visually striking and to leave as big an impact as possible on the player. This theme is supposed to everything feels very organic. On that note, however, do not confuse this with being dynamic; the player must get the feeling that everything is dying if not already dead, that this is the end, and that they are in solitude.