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...

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 22 comments

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

Post comment Comments  (40 - 50 of 186)
Ciirulean Jan 22 2013, 12:35am says:

In retrospect, Portal: Unity showed some great potential, but, unfortunately some of the great ideas that it possessed were not executed quite as they could have. Let's present a constructive-criticism breakdown of what this mod had successfully achieved, and what it had not.

The aesthetic design for this mod varied in certain areas. In the main "testing" atmosphere, the custom textures were, to put it bluntly, terrible. The panels were too bordered, and as a result of trying to make them look clean, dull. At a distance (anywhere from two inches away) the panels looked like a solid color. In Behind-The-Scene areas, it was still quite dull, and frankly hard to look at, but not nearly as so as the previously stated.

The level design was mediocre, as the level difficulty would vary a lot through out the game. But this was usually because of the common mistake of putting in ridiculous quantities of Turrets, and, especially, Rocket Sentries. You should never put in more than two or three Rocket Sentries at a time. And almost never for simply dodging.

Some of the new elements that the mod surfaced were very creative, but were, unfortunately, very glitchy. An example of this were the Portal Detector Panels, the Repulsion Plates, and the Treadmills.

The voice acting was absolutely horrific. I'm sorry, but it was. The feminine voice actor sounded like a little girl, and the masculine one didn't sound very well either; None of them sounded robotical, there were no subtitles, and they would continue speaking even when the game was paused.

The boss battle didn't make any sense to me, as I didn't understand why I was killing the protagonist, who was in stasis for some reason, and I had absolutely no idea on what to do. I eventually just used Google to figure out how to defeat it. And placing Rocket Sentries, as discussed earlier, was a very bad idea, as they were annoying, and I thought I was supposed to make them hit the... whatever the boss was.

+1 vote     reply to comment
Mothwing Nov 10 2012, 5:08pm says:

Very pretty to look at, though the structure seemed rather similar to the original game. I did have issues with figuring out what the actors were saying, which made it very difficult for me to make sense of the plot throughout the game.

I thought the difficulty curve was a bit erratic at times, though, with several chambers in a row being easy to breeze through and the next getting me stuck for half an hour. The challenge was nice, though.

All in all a really fun mod.

0 votes     reply to comment
dgw Oct 27 2012, 4:03am says:

In the puzzle right after the introduction of portal buttons, I managed to somehow fall out of the map. I believe my portal placements were on the angled panel portal button and on the portalable surface above the blue thing that acts kind of like an excusion funnel from Portal 2 but isn't one.

+1 vote     reply to comment
Rorius Jun 22 2013, 5:10am replied:

Yea this was actually a known bug back then, because of the way we made the funnels work, if you are pushed through a portal by one and you came out on an angle for some reason you would fall through the floor and couldn't go back to normal unless you reloaded. Had no idea how to fix...
Looking at it now we should have just made the portal button flat...

+1 vote     reply to comment
Goblinguy2 Aug 10 2012, 10:28am buried:


What the heck! you just EXPLODE at the ending anyway so why bother getting to win

-8 votes     reply to comment
Ciirulean Jan 22 2013, 12:03am replied:

You don't explode. You get outside, and then watch the building explode.

+1 vote     reply to comment
Guest May 31 2013, 7:44am replied:

This comment is currently awaiting admin approval, join now to view.

usbpetrock Aug 22 2012, 5:56am replied:

Thank you for spoiling!

+5 votes     reply to comment
starfy222 Jul 1 2012, 8:58am says:

i can't play the game HELP

+3 votes     reply to comment
SpAM_CAN Mar 16 2012, 2:10pm says:

...there are no cubemaps

How the hell did you manage to release a mod without any reflections at all!? And some of these look like they have been compiled on 'Fast'... Guys, seriously, this needs cubemaps and to be compiled on 'Final'. It looks like lots of work has gone in but I just can't get over how you have ZERO cubemaps!

+2 votes     reply to comment
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Release Date
Released Mar 29, 2011
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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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