Let's make Sony take half their Lemons back! The other half... make lemonade.
Wait a minute, is the whole ceiling caving in slightly?
Good job, guys. But the door needs less burn and scratch marks.
The cube survives. Why? Because all Aperture Science Equipment can withstand temperatures of up to 4000 Degrees Kelvin, which if I remember correectly, is the temperature of the sun or something like that. The reason the Personality Cores blew up when you tossed them in the incinerator at the end is because they got grinded or smashed or something like that (you can see what I'm talking about if you play through the beginning of Portal 2, you barely avoid getting smasshed by two plates when GLaDOS throws you down there to retrieve the Dual Portal Device.
"The Box! I'll take the box!"
'She picked the box! Let's see what's in the box!'
'Nothing! Absolutely nothing! STUPIIIIIIID!'
I love how the signs at the beginning of the test chambers are just oversized LCD displays with those big white light behind them (I know what they are called, by I forgot how to spell it, you know those lights in the ceilings of office buildings?)
VERY different. Valve changed it in Portal 2 for a gameplay reason. Try the Developer Commentary and they will tell you why.
I meant Elite version. I'm a human being. I get typos jus tlike everyone else.
Maybe we can also see turrets that combine the Portal 2 look with some of the small visual details that they had in Project Beta (for example, the extra red markings).
Oh, don't forget to make the Elite Chambers a little cluttered.
I miss the lifts that ran on beams of light :(
The particle effects are too minecrafty. Also, World Portals tend to cause trouble, because when you get too far away from them they show they skybox instead of whatever they are connected to.
Now true non-euclidean space and gravity redirection would be interesting if you managed to make it work in the Source Engine.
Just out of curiosity, what is the FOV set to?
Also, are you planning on making areas where you need a Flashlight, or removing Fall Damage or whatever?
That is pretty damn short-range for a gravity gun.
I like that fact that you used Portal 2-style button sounds.
ITS A COMBINE SYNTH! KILL IT!
Have I heard this music before?
OOOOOHHHH MY GAAWWDD! OOOOOHHHH MY GAAWWDD! OOH-OOOHH MMYYYY GAWD!
Maybe I can get this to loop and use Source SDK so that I can use it as background music for Lost Coast (that game was kinda dull).
Can you jump ontop of a Strider, use some really cool-looking electric spike, stick it into them and override their nervous system with it? (tl;dr: 'pilotable' striders that you can be knocked down from)
If not, make sure you gusy add it, because it would be awesome. Also, it wouldbe nice if you could pilot Hunter Choppers.
The cylinders are kinda-long, though.
Alright, what the hell is going on? The audio is completely ****** up. I already need to delete this.
This mod has only been around for two months and it is already dead?
What is the FOV set to? Because I highly recommend that you set it to at least 90 degrees (and give the player the option to set it even higher if they really feel it necessary). This can help eliminate motion sickness.
Speaking of FOV, I was playing Half-Life Source a few weeks ago, and out of sheer boredom I set the FOV to 120 degrees with the console, and it felt like I was moving WAY faster than I actually was.
You guys should ask Valve if you could all get a job there.
Red is always being attacked, it is about time that they got a chance to shine.
We're dead in the water here, from what it looks like.
However, I am starting a new project if anyone wants to help out.
I am working on a Portal 2 mod based on TAG: The Power of Paint. Does that count?
If you want to help, just check the link below and volunteer:
If you want, it can be a dual-group project.