Difference between revisions of "Overgrown (Portal 2)"

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After players encounter [[GLaDOS]], they are dropped much deeper into the facility, and the sounds of animals and the presence of plants are significantly diminished.
 
After players encounter [[GLaDOS]], they are dropped much deeper into the facility, and the sounds of animals and the presence of plants are significantly diminished.
  
Level transitions are usually placed in [[Vacuum Elevators|elevators]] surrounded by plants, with debris floating through the tubes. Some [[Test Door (Portal 2)|test doors]] are broken or malfunctioning.
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Level transitions are usually placed in [[Vacuum Elevators|elevators]] surrounded by plants, with debris floating through the tubes. Some [[Test Door (Portal 2)|test doors]] are broken or malfunctioning. Adding [[skybox]] gives more effect by changing the skybox texture to [[sky_white]].
  
 
==Elements==
 
==Elements==
*Plants
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*Plants/Moss
 
*Broken [[Test Door (Portal 2)|test doors]]
 
*Broken [[Test Door (Portal 2)|test doors]]
 
*Water stains
 
*Water stains

Revision as of 00:03, 15 May 2011

Overgrown

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, 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.

After players encounter GLaDOS, they are dropped much deeper into the facility, and the sounds of animals and the presence of plants are significantly diminished.

Level transitions are usually placed in elevators surrounded by plants, with debris floating through the tubes. Some test doors are broken or malfunctioning. Adding skybox gives more effect by changing the skybox texture to sky_white.

Elements

To have swaying vegetation in your map you must have an active env_wind entity and your plant models must be prop_static with the Ignore surface normal for computing vertex lighting set to 'yes' or '1'.