Gordon-Shepherd
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- Aug 10, 2006
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we saw them in the trailer, they looked awesome. I dont see why they couldnt fit into any of the levels..
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I don't think aperture would set up this kind of "trap", now that they made a proper storyline.
You lie. Portal would've been just another puzzler without GLaDOS and all the little creepy things going on behind the scenes or scrawled on the walls.
Crusher ceiling thingies are no less silly than pools of acid everywhere.
You can't have both?
Crusher ceiling thingies are no less silly than pools of acid everywhere.
Crusher ceiling thingies are no less silly than pools of acid everywhere.
Just because it's coded as radioactive waste doesn't mean that it is in a story sense. For instance, I doubt that the sand at the bottom of the cliffs in Highway 17 really instantly kills people when they step on it, but that's what happens in-game when you noclip down to it.Type impule 101 into the console and then jump into a pool of acid.
It will say:
"warning, hazardous chemical detected"
Those are pools of dirty water, not acid. Remember what GlaDOS says about not letting the Portal Device get submerged? It electrocutes you when you fall into the stuff.
We don't really know what happens when you submerge the device. It does look like acid or some deadly chemical. Dirty water isn't green.
The flames would have been nice, however I assume that water is easier to render realistically than flames. Fire can look very false in computer games.
Besides which, it seemed like testers were getting killed by this sort of thing alot, listening to the commentaries. They had to make quite a few things easier earlier on to ease them into it.The crushers in general were missed, but I assume the "crusher level" we all saw was removed because it was a simple level, probably early in the game, but they decided to not give us that ability to make both portals until later. This level would just be too simple by the time we got that ability, and not introduce the "entrance/exit" explanation they talked about in the developer commentary.
Besides which, it seemed like testers were getting killed by this sort of thing alot, listening to the commentaries. They had to make quite a few things easier earlier on to ease them into it.
Not that I'm complaining, I thought the slow introduction and progression to tougher puzzles was brilliant.
Yeah, but those are "Aperture Science High-Energy Pellets", not Combine Energy Balls... right?
nope....get the grav gun using impulse 101 and then grab one compare it to the combine ones
They are the same thing. Parallel development does not mean that Aperture Science had access to Combine technology. It's like the wheel, see?
Like the wheel, eh?
You got some splainin to do >.>