User:Hurricaaane/Logic Portals

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Logic Portals (Comment about Logic Portals)

Introduction

Logic Portals is the name of a series of maps for Portal, and is now going to be a mod in order to avoid conflicts while being able to override the game original files. The series is getting re-made in order to add more content between the current levels.

Logic Portals, the Original

Logic Portals, the Original is used to name the first line of the series, a game without any scenario, not made of real puzzles, that is more of a training for the player to new techniques. This map introduced new gameplay elements into the game.

Logic Portals : GLaMS-DOS
GLaMS-DOS is currently the temporary name for the new series. The objective is to add more puzzles than trainings, to apply those trainings and combine their particularities. It is also to make a scenario. The scenario is not yet decided, but the original idea is to make GLaMS-DOS and GLaDOS rivals in nature.
Originalities

Logic Portals is appreciable for its originalities, but though, suffering of its exponential difficulty, which is the main source of failure of the Original. This problem have to be fixed in GLaMS-DOS.

New Techniques, or untaught techniques useable in the original game

The series teach three techniques so far:

  • Un-named fling - I call it the No Initial Velocity Fling. The goal is to enter two portals in a row without any initial velocity at start.
  • Step Fling - Can be used in any map, this is about placing two ground portals, one higher than the other and near each other. By doing that, you gain velocity over each switch of portals in the air.
  • Angular Fling - Important note, it's one portal on a flat ground, it's not a fling based on a entry portal on an angled wall/floor. Basically, you run and leap into a portal, so that you enter in an angle and exit in an angle to jump higher or further than a perpendicular fling would allow it.
New Gameplay Elements

There are also new gameplay elements, that are unique for some of them.

  • Logic Gates - Logic Gates plays an important role, but can be neglicted in the thinking, because it's so natural. Basically, you have inputs, like buttons and superbuttons, and outputs, like doors, remote portals, rocket turrets. You link them using a system of logic gates, like Superbutton1 XOR Superbutton2 = OrangePortal2; NOT(Superbutton1 XOR Superbutton2) = OrangePortal1 , so you can create some special puzzles with it.
  • Cube Floaters - Works as an output, a Cube Floater makes a cube levitate over nothing or over a superbutton. With the help of an input, it can be toggled on/off.
  • Ice Cubes - Ice cubes are very slippery.
  • Rollerdisturbers - Rollermines that do limited disturbance. Some of them do damage, and the damage regeneration is slower in every level that contain Rollerdisturbers.
  • Visible timers - The simple Switches can have a timer in which we can see clearly the remaining time.
  • Multi-cube Dispensers - Works with fizzlers, Multi cube dispensers allows to make puzzles with more than one cube than can be fizzlable, unlike the original game.
  • Togglable Fizzlers - Fizzlers can be turned on/off.
  • Togglable Force Fields - Combine-like force fields can be turned on/off.
  • Togglable Electrified Water - Electrified Water is like goo, but it can be turned on/off.
  • Rocket Turrets as pointing devices - Rocket Turrets can work like lasers devices to point at portals so we can see a direction and its direction out of a portal as well.
Decoration
  • Warm Colors - The levels use warm colors as opposed to cold colors of Portal.
  • Flashchambers - The Flashchambers are like instantaneous elevators, a dream of mine in real life done in a virtual world!