The newest version of the mod is now released, Blue Portals 2014! The download is available below.
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10 comments by reepblue on Oct 16th, 2013

It's hard to imagine that the last time we spoken true word about Blue Portals was in 2011. What happened to Refresh? UP? and what about those strange pictures we posted in April? And most importantly; what is the future of Blue Portals?

Blue Portals: RefreshBlue Portals: Refresh

Back in 2011, we were working on a mappack called Blue Portals: Refresh. It was suppose to be a more wackier approach to the Blue Portals environment and included fun and crazy sounds, along with party balloons. It was also suppose to link the ending of Blue Portals, but not directly. I forgot why exactly this project stopped, but as I was playing the maps over again, half of them are broken pretty bad.

There was also a version of Blue Portals: Refresh that was just Blue Portals 2 puzzles in a broken down environment. (This was after we announced cancellation of BP2) While it looked nice and pretty, the performance was terrible when the player created two linked portals. I sadly don't have any screens of this build as all the screens have been uploaded to Zilefile, which has been down since 2011.

Ideas for Blue Portals came as fast as they left. I eventually (and many others) just started to get bored with Portal mapping in-general. With me, projects stopped being fun unless I had code to compile. Early 2012, I started PUNT (soon to be listed as Vectronic). However, we still came back to BP briefly from time to time.

New Blue PortalsNew Blue Portals

The idea of a New Blue Portals was interesting to us, so Colossal made a new set of textures, and I've remade the BP2 maps. But, due to Portal 2's limitations, and Source 2013's handicaps, this would be a difficult task, and would be much more work then fun.

So, now we've come to the update. This update will have the Steampipe gameinfo fix, controller support (Has an updated config), and will include Extended Play, The Planet Phillip Contest Maps, and Conversion Cubed. The update will also have the removal of the Time Trials maps, and files that only been used in test maps.

However, we have one small problem. I really don't want to recompile the maps not only because I'm not set up for it, but I can't rebuild the cubemaps. I would have to extract the Portal content to the 2007 engine, and I really don't want to do this. This is not a problem at all, however the last map (bp_11) crashes upon the projected texture, and if that's disabled, it crashes when the map goes to the credits. If you have gotten Blue Portals to work with the Steampipe update, I ask for you to play the last map and see if it crashes. No one is reporting it here, so I just wanna make sure it's not just me. You can PM me if it does or does not, and maybe look at it yourself with the Blue Portals SDK Files. Don't follow the installation instructions as it's out of date. I've noticed a broken I/O connection with the path tracks and trains. My next guess is to compare the 2007 code and 2013 code about that kind of stuff.

The goal now of Blue Portals is to keep it 100% playable, but also not change what we released in 2010. (Like now we don't have much of a choice.) Hopefully, I'll be posting here for big announcements, but for smaller updates, please check my Twitter feed.

Thanks
~reepblue

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Blue Portals 2014 Release

Blue Portals 2014 Release

Nov 26, 2014 Full Version 7 comments

The must up-to-date version of Blue Portals. Includes Extended Play, Conversion Cubed, and both entries for the PlanetPhillip mapping competition. Also...

Blue Portals SDK Setup and Example Files

Blue Portals SDK Setup and Example Files

Apr 13, 2011 SDK 6 comments

Blue Portals SDK + example files. Has all campaign maps, Extended Play maps, Conversion Cubed, prefabs and instances!

Blue Portals Official Soundtrack Public Release

Blue Portals Official Soundtrack Public Release

Dec 18, 2010 Music 9 comments

Uploaded because SOME PEOPLE WOULDN'T STOP POSTING THE SECRET DOWNLOAD URL. Plus I was planning on releasing today. The tracks have all been "smartified...

Post comment Comments  (0 - 10 of 598)
lucasregis100
lucasregis100 Nov 30 2014, 12:43pm says:

Conversion Cubed don't works for me :
- It loads the game
- The "write text" window opens (chat)
- It crashes

+1 vote     reply to comment
reepblue Creator
reepblue Nov 30 2014, 9:37pm replied:

Make sure you're running under dx90 with the command -dxlevel 90 or -dxlevel 95. If you are and it's still crashing, I'll take a look at it.

+1 vote   reply to comment
Movchikov
Movchikov Nov 28 2014, 3:10pm says:

In this version of Blue Portals I found that there is no textures of reflections. Instead of the textures - black and purple background. In Steam I have completely updated the game Portal. What could be the problem???

+1 vote     reply to comment
reepblue Creator
reepblue Nov 29 2014, 7:20am replied:

Some users been having the issue of BP launching in DX8 mode. To fix this, Right-click Blue Portals in Steam, Properties, then click on "Set Launch Options". In the box, type in -dxlevel 95 and press ok. This is Portal that does this, not Blue Portals.

This should fix most things, including crashes.

+1 vote   reply to comment
Asuterisuku
Asuterisuku Dec 12 2014, 12:41pm replied:

I disagree that Portal is the source of the problem, since it loads properly in DX9 since I changed a registry key to make DirectDraw work properly (incidentally, this was intended to fix The Witcher, and did just that). Unfortunately, -dxlevel isn't a proper solution, as it forces the game to load with low-ish default settings every time you start it.

+1 vote     reply to comment
Movchikov
Movchikov Nov 30 2014, 3:05am replied:

Your advice is not solved the problem with textures.

+1 vote     reply to comment
reepblue Creator
reepblue Nov 30 2014, 9:43pm replied:

You can try rebuilding the cubemaps since it seems to be the problem. You see, now for Portal and other games of it's branch, you have to delete the default cubemap to build your own. I've tried to build them in other modes (ldr only, etc) but I saw no differences because mine were already built for DX95 HDR level 2.

I'd recommend you just put in the console mat_spectacular 0, buildcubemaps, then mat_spectacular 1 in maps you see this issue. I really hate cubemaps in this branch.

+1 vote   reply to comment
Colossal Creator
Colossal Dec 2 2014, 6:06pm replied:

For the record, he meant to type "mat_specular". Autocorrect.

+1 vote   reply to comment
Movchikov
Movchikov Dec 1 2014, 12:19pm replied:

Thank you very much. Your advice helped. Now I can enjoy the game fully !!!

+1 vote     reply to comment
Colossal Creator
Colossal Nov 26 2014, 3:41pm says:

The new version is still uploading and/or being authorized so please be patient!

+2 votes   reply to comment
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Portal
Developer
rHetorical
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Released Nov 28, 2010
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9.1

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Highest Rated (8 agree) 9/10

What made Portal great was while it was certainly challenging it was easy once you figured out what to do. The main problem with basically any Portal mod i've played is that you know what to do but no matter what you do you can't do it. Any Portal mod that requires crouch jumping, having two portals next to each other and forming a circle that makes you go higher is just frustrating to play in my honest opinion. Sadly this mod falls in the same category as Portal Prelude and Gamma Energy, really…

Nov 30 2010, 5:10pm by enigmaxtreme

Lowest Rated (4 agree) 5/10

I only give it that few points because it's mainly about jumping!
You have to jump here an hour and there! You have to think for half a minute to get the solution but half an hour to xecute it, because its only about difficult jumping that has to do with a big load of luck! not more. Many ideas are awesome but that jumping sucks and ruins everything

Jan 30 2011, 6:11pm by -XD-

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