Portal:EXTRACTION will be a mod that takes the end of Portal and fills in the gaps, placing it into the half-life universe. What we're aiming to do is to create a storyline that allows us to take the player from the gates of apature science to the very beginning of Half-life 2: Episode 2

Post news Report RSS Story Line *BETA* Released

We'd Like the public to have an idea of what we're working on. **NOTICE***= This is a condenced, pre-alpha storyline - MEANING. That a lot of details have/will/might be/been pulled/added. This is in no way a concrete chain of events.

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-->CORE FOCUS OF GAMEPLAY IS TO FORCE THE PLAYER TO KEEP MOVING (MEANING THAT IF THEY STOP THEY ARE IN MOREDANGER THAN IF THEY KEEP GOING.

-->THE GAME WILL INTRODUCE A NEW CONCEPT TO THE GAME WORLD: "FACE OR EVADE". THE
IDEA BEHIND THIS INOVATIVE NEW STYLE TO APROACHING CERTAIN TASKS IN THE CORE GAME MECHANIC IS THAT SOME

OBSTECLES CAN BE FACED ONE OF TWO WAYS.
-1.- THE PLAYER CAN APROACH THE OBSTECLE OR CHALLENGE AND COMPLETE IT AS

ORIGANLY INTENEDED BY MYSELF AND THE REST OF THE TEAM (ESPECIALLY THOSE IN LEVEL DESIGN)

-2.- THE PLAYER CAN ALSO CHOOSE TO AVOID THE OBSTECLE ALL TOGETHER AND JUST MOVE ON. THIS IS HANDY WHEN THE PLAYER IS LOW ON HEALTH OR RESOURCESE (AMMO, THINGS TO THROW W/ GRAVITY GUN, TIME, ETC)

-->CONSIDERING COMBINING CHAPTERS 2&3

-->THE HUNTERS MENTIONED IN CHAPTER 2 ARE CURRENTLY UP FOR CUT. THEY DON'T OFFER MUCH DEPTH TO THE REAL STORY LINE OTHER THAN ME BEING AN ASSHOLE TO THE PLAYER.

* * * * * * * * * * * * * * *

Chapter one:

--Sweet Misery.--

Location: Just outside of Apeture Science.
Time: 10:42 AM
Date: 11-20-1998
Condition: Decent

The purpose of this first map is to mainly teach the player how to used the portal gun outside of
it's inside useage. Mostly how to move very heavy objects and how to get one's self into high places
in order to accomplish things. The player is forced to stay in a contained area for a short amount of
time before a gate opens and a path is revealed to the player that leads into the "white forest". The player begins down that path and is introduced at that time to the combine. The player is slowly
introduced to fighting with the portal gun. A little further down the path the player faces several
combine soldiers and this is where the player faces the first instance of "Learn or go around" that the
mod will use quite often in it's story line.

CHAPTER TWO:

--Upredictable Paradise--

Location: Somewhere in white forest
Time: ???????
Condition: "iffy"

After the player faces the combine a couple times, or enough to get a feel of how to fight with the portal gun - they come about an abandoned fortress. It looks rather ragged and war-torn. Sparks and dangling wires give the appearance of a fight that might have ensued here. The player enters the building to find a hallway and a set of ten rooms - five on each side. At the far end of the hallway is a set of plugs and a wire dangling from the ceiling. The player must plug the wire into each of the plugs which will, in turn, light up corresponding rooms in the hallway. The player is looking for a room that has a computer bank in it. Once that room is found, the door to it will be unlocked.The player enters that room and "interacts" [use key] with the computer bank and listens. It hisses and whines to
life. A message/recording begins to play over a loudspeaker in the room. It is simply a message / daily report from a combine comander. The only startling (and decipherable) portion is a mention of City 17 being "next on the list"after this the message ends and begins to repeat, the player then exits the room

*developer note*: it is debated here wether to spring a hunter or two on the player, though cold hearted - it would have the same type of feel that is meant to be consistant through out the game (fear and forcing the playerto move forward.)

CHAPTER THREE
--fordging onward--

The player exists the building at the back and finds a large lift. The lift

leads to the top of a hill, a TALL hill.
The lift is missing;

-->3 gears
-->a power source
-->a bottom / place to stand on
-->a rider

The player must locate each of these things and make the lift operational again.

CHAPTER FOUR
--trust your feelings--

Once the player has completed the lift challenge and is at the top of the hill, they are met with a .... road. The destination of said road is not clear at all, but it is a "twisty/windy" road convered by dense trees and foliage.The player begins to make their way down there, of course fighting off combine and such along the way. Then they run into a true challenge. Flying rocks (rocks that are being catapulted at them from the combine) other flying and thus deadly objects include | but are not limited to;

-->barrels
-->propane tanks
-->explosive barrels
-->explosive barrels ON FIRE

The player must make there way around these flying objects of death and DOOM for

three(3) bends or twists in the road.
Once that is done they come to a bridge.

CHAPTER FIVE
--propane nightmares--

The player is now looking at a bridge. The bridge is COMPLETELY consumed in flames. There is no way around it, under it,or any other path that would allow the bridge to be passed. The only way to pass
the bridge is to go....over it.

CHAPTER SIX
--GO--

The player spots the combine, after "crossing" the bridge and hears a loud
speaker "Heading for city 17, about five minutes out". The race is now on to beat them to C17 in order to help the citizens and the famed GORDAN FREEMAN. There is a shortcut through the hills and woods that allows you to cut off a lot of the journey, hopefully allowing you to get ahead
or your enemy. Now, of course the player does not get off by simply "hurrying along", they will have to fight along theway.

CHAPTER SEVEN
--king of the hill--

The player has reached C17 and now the fight begins to help C17 survive. Can

they complete their mission?

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