Still Alive Studios consists of:
Rorius - Project Leader, Lead Mapper, Lead Writer, Site manager
GalacticMuffin - Project manager, Lead texture Artist, Mapper, Site manager
IggyMonster - Mapper, Concept Artist
JordyMac - Mapper, Concept Artist
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1 comment by Rorius on Feb 12th, 2014

So here's the deal. Two weeks ago I completed the last of the test chambers. I then decided to go through and fix up all the style (just visual) stuff that I didn't already fix up, that meant I went through every single test chamber and updated the platforms and signs etc.

Things I did in the final sweep that I hope people are glad I've done: (Although I could totally understand it if you just expected them)
 - All old pistons (holding up platforms) have been replaced either with the portal 2 equivalent pistons or
      with moving panels as seen frequently throughout portal 2.
 - Made custom test chamber signs that include all the puzzle elements in the mod including anti-gravity.
 - Fixed elevators being down their shafts if the map is loaded directly into. (I can't believe I didn't fix
      that before...)
 - Added auto-saves all over the place.

Now I have been working on the first escape sequence map. Unfortunately for me, I have grand plans for it and my attempts at making something... 'grand'... haven't been going all that well. I've spent 3 days trying to make a scene that'll last about 20 seconds in game...

The state of the escape maps was one of my greatest shames with the original. It was functional but not interesting or 'authentic' at all in my opinion (hindsight). I'll try my best to do you guys right by this version.

Given time...
Rorius

Oooh PS: as far as I have read, Portal 2 has trouble with custom scene files. Not to worry, I have seen how to force subtitles in game without custom scenes. Let There Be Subtitles!

PPS: Not that the dialogue is written yet. The quality of the written script and voice actors (that includes my voice acting) ability was my other greatest shame. I will once again try my best to make believable, interesting, good quality dialogue.

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Patch 2 - Steampipe

Patch 2 - Steampipe

Jul 3, 2013 Patch 11 comments

This patch should make Portal Unity work with the new Steampipe distribution system.

Patch 1 (lazerfix)

Patch 1 (lazerfix)

Apr 12, 2011 Patch 2 comments

First patch that adresses the lazer grid bug at the end of the game that stops you from finnishing the game.

Portal: Unity

Portal: Unity

Mar 31, 2011 Full Version 24 comments

This is the first official full game release of Portal: Unity. Hope you guys enjoy it. :D

Post comment Comments  (140 - 150 of 193)
handjh
handjh Apr 1 2011, 1:37pm says:

took a first shot at the whole mod. I had a problem in #19, just could not get the fling up to the box drop activator button on the wall, dropping from the lifter, had to noclip. Made the platform easily though.
Made it to the final room boss battle...will try that one later. Nice mod, creative...well done. Thanks

+1 vote     reply to comment
Biggos
Biggos Apr 1 2011, 7:22am says:

Btw, Did anyone have an issue with the Portals graphics? my problem has been adressed in my review.

If you improve those issues, I will undoubtely re-play and rate higher :).. if you fix them and I'm happy.

+1 vote     reply to comment
Rorius
Rorius Apr 1 2011, 7:48pm replied:

Im not sure what to say about the issues you raised in your review

Are you sure motion blur is enabled under the graphics settings, because none of our beta testers had any issues with the graphics.

I understand that the mod is quite difficult in parts but we did intend to try our best to make at least some of the game really challenging.

Im sorry you felt that way about our mod, but we do plan on releasing fixes and updates etc in the near future.

Rorius

+1 vote     reply to comment
Groxkiller585
Groxkiller585 Mar 31 2011, 10:16pm says:

Ok, this was ok, but you never showed anywhere where light could logically come from, it just...existed. Omnipresent light doesn't look too realistic. I reccomend adding wall lights or more observation rooms for both detail and a logical light source, like the first room.

The AI voice(s?) were hard to hear, let alone understand. Add # in front on the sound filepath in the ambient_generics playing the AI sounds to make things quieter when they speak.

The puzzles went from easy to hard to portal:prelude hard to easy to hard. AKA the learning curve was more like a learning roller coaster. Try to smooth out the difficulty level a little bit more.

I just got to the escape portion, found a pink friend and it crashed when I paused the game. But from what I saw I liked, I'll try more of tomorrow.

On the plus side, the element's purpose was not entirely unique but the way they went about it was, and it was alot of fun in the moon-gravity rooms. They were in particular my favorite of them all.

Good for what I am assuming is a first mod :D

+4 votes     reply to comment
Rorius
Rorius Mar 31 2011, 11:13pm replied:

Thanks for the feedback, yea this is our first mod.

dont really know what to think about the crash on pause, ive never come across that before, perhaps if you could replicate it i might be able to isolate the problem and fix it.

The volume was an issue with the mod, we really wanted to release it about 2 weeks before portal 2 came out so we were a bit pushed for time when it came to voice acting. But i will look into adding the # into the filepaths to the voice parts and will probably release an update for it specifically.

I was kinda aware of the oddly shaped learning curve, the way we went about making the test chambers wasnt the most learning friendly way to do it, we'll definatly keep this in mind for any other works we do.

also, yea the gravity chambers were a personal favourite of mine too, i love throwing turrets around in low gravity.

Thanks again for your feedback :D
Rorius

+2 votes     reply to comment
Groxkiller585
Groxkiller585 Apr 1 2011, 9:12pm replied:

I can replicate it, it only happens in that bit of the map: the elevator up to the hallway with the toxic water.

Speaking of the water those particles lagged to high heaven, but my computer is not the best so it might just be that.

The boss battle was fun, unique and awesome. I liked the idea and it was quite well played, though the rocket turrets may have been overkill (4 turrets would have been fine instead of 12) but I sorta got lost after the Manual Override and I had no idea what to do. I couldn't get across the pit to get to the elevator (which is what I figured out I was supposed to do) without noclip, because the gap was too large to jump and I couldn't portal across.

The rest of the mod was fun, and we got to explore a city, and a well made one too :o! That was awesome, noone really does that, it always ends just before. Big pros for that! though i think it just randomly fading would be cooler if say you went to the subway station and then it fades out as a train comes by.

+1 vote     reply to comment
noobjeff
noobjeff Apr 1 2011, 7:06am replied:

try you best to do it!yeah,i think you can let that mod better

+1 vote     reply to comment
Biggos
Biggos Mar 31 2011, 6:40pm says:

I encountered an issue, regarding a D2D, or D3D device.. the mod won't even properly start, it just flickers the black screen on and off (game is attempting to start up), which is REALLY bad.. especailly since I have no f***ng idea what is causing it..

+1 vote     reply to comment
Biggos
Biggos Mar 31 2011, 7:05pm replied:

fixed it... if you get D3D error, just update your graphics driver...

+1 vote     reply to comment
Rorius
Rorius Mar 31 2011, 8:31pm replied:

oh ok that's good
hope you like the game :D

Rorius

+1 vote     reply to comment
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Platform
Windows
Game
Portal
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Release Date
Released Mar 29, 2011
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7.7

160 votes submitted.

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Lowest Rated (2 agree) 5/10

Portal unity starts of quite interesting and introducest many new puzzle elements. The maps are challenging, while mostly remaining fair. However, after a good start the mod steadily becomes increasingly dull. The mod concludes with a very boring bossfight and a totally unrewarding end.

Apr 25 2011, 8:09am by S!C

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