Blue Portals is a unique Portal mod that has players traverse through new test chambers using only the single portal device and many new test elements.

RSS News of a forthcoming update.

News of a forthcoming update along with other information.

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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

Comments
TheGlock2
TheGlock2

Sorry for being off-topic, but is PUNT still being worked on? I really love the concept and design of that mod :s

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ScicoPax
ScicoPax

Why would you have to extract all the Portal content to the 2007 engine?

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reepblue Author
reepblue

2007 can build the cubemaps properly. Without models, some materials, the reflections will build abnormally, and when you port the bsp back into Portal, you will see missing models and purple and black textures in some reflections.

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SenorGrande
SenorGrande

Yes, game crashes on last map (bp_11).

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reepblue Author
reepblue

The update will contain this fix. I figured out the problem was that the engine crashes when you try to kill a soundscape entity.

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ReflexF.N.
ReflexF.N.

Well, I am glad that you have not completely abandoned the mod; it is one of the most enjoyable Portal mods I have ever played.

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reepblue Author
reepblue

Thanks. I feel like that mods I've worked on should always work for as long as possible. The reason why it took so long was because I was in question of HOW to do it, and I thought it would be more broken then it actually was.

Also, another mod will be coming out of the graveyard, so keep your eyes out for that also. :)

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Chillius
Chillius

Didn't I talk bout this on Thinkingwithportals?

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Jayed_Tadayoshi
Jayed_Tadayoshi

"controller support"

Ew.

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