Modified Fizzler Fields
Modified fizzler fields are a custom element that is not shipped with Portal 2. It's basically a modified Emancipation Grid that behaves differently depending on the color of the field. This testing element was made for the map FourthReaper's Penrose. To do: add a picture showing the fields in-game.
CreationThis assumes you have a level to put the fields in. If not, this page or this page will show you the basics. You will also need to have downloaded the texture pack that contains the custom fizzler textures.
Green Fizzler Field (Surface Division Field)
Essentially a world portal that prevet portal from being fired through it. It is a good idea to always make sure the Surface Division Field is fully enclosed. This means if you want it to stand in the middle of a room, you must build a frame around it (top, bottom, and both sides). If you don't do this, you will get an error when you try to compile the level. This is due to the world portal being unable to seal a room (odd feature of this item, but whatever) when it is out in the open. A world portal, aka linked portal door apparently needs to seal a room or the level is considered to have a leak.1. Create a trigger portal cleanser that is 128*128*1.
2. Texture all of it in tools/nodraw.
3. Texture the faces you will see with fr_surface_division_field.
4. Create a linked portal door and apply with the following settings:
Property Name Value Name green_field_1 Linked Partner green_field_2 Width 64 Height 64 Visible YesNote:It is helpful if you put the field in front of the linked portal door. This can minimize the likelihood of odd visual behavior when you pass things like lasers or funnels through field. If you have lasers or funnels, it is also helpful to put a func_brush behind the field. This will help to prevent odd visual behavior.
This will create the linked portal door in the exact center of the trigger portal cleanser. Of course, if you made the trigger portal cleanser a different size, you will want to make the linked portal door a different size.
Orange Fizzler Field (Force Deflection Field)
This field is created in much the same way as the green field. It however has few differences as well.
1. Create a func brush and texture it like you did the surface division field, except use fr_force_deflection_field.
2. Set it as follows:
Property Name Value Solidity Never Solid
Make sure the ignore player +use flag is checked.
3. Create a second func brush and texture it with tools/invisible. Again, make sure to check Ignore player +USE.
4. Create a func clip vphysics and texture it with tools/playerclip. You can find the "tools/" texture by searching for "tools" in the texture browser.
Yellow Fizzler Field (Matter Inquisition Field)
This field will fizzles things and blocks portals but does not reset portals.
1. Create a field as you did with the green field, steps 1 and 2.
2. Texture the face of the field with fr_matter_inquisition_field.
3. Uncheck the Clients flag and check the Physics Objects flag under flags.
4. Set the field as follows:
Property Name Value Visible Yes
Purple Fizzler Field (Compressed Smoke Field)
This field will block the player and prevent portals from being fired through it.
1. Create the field as above.
2. Texture the field with fr_compressed_smoke_field.
3. Create a func brush and texture it with tools/playerclip. Make sure the Ignore player +USE flag is checked.
4. Set the trigger portal cleanser as:
Property Name Value Visible Yes
Controlling the Fields
You can of course control these fields just like any other object. If you choose to make the fields controllable, you will need to give the fields names. I find it easiest to name the field for its color; such as green_field_1, purple_field_east, etc. That way I can remember where the devil the silly thing is in the room.
To do: add instructions on setting up control of the field's state.