So where's the old crusher ceilings?

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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..
 
Yeah, I was wondering what happened to the crusing ceiling / fire level myself.
 
I think that was probably just a room they made for the trailer to give a very obvious use for the portal gun to help people understand it.
 
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.
 
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.

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.

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.
 
Type impule 101 into the console and then jump into a pool of acid.
It will say:
"warning, hazardous chemical detected"
 
Yeah, but those are "Aperture Science High-Energy Pellets", not Combine Energy Balls... right?
 
Type impule 101 into the console and then jump into a pool of acid.
It will say:
"warning, hazardous chemical detected"
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.
 
Still, it looks a whole lot like something toxic. Besides which, GLaDOS says explicitly many times that "the floor will kill you", not just cause you to die because you were holding onto the gun. As for not submerging it, she also tells you not to look at or touch the operational end, but you can survive being "shot" by other portal guns with no ill effects, so eh?

Either way, worst topic for speculation, EVER. :p
 
The crushing ceilings don't quite fit with the overall final design. Throughout the test centre you can go as slow as you like and take your time solving the puzzles. Where the are time critical tasks like flinging and platform riding you can always plan out your route beforehand without being in danger. The crushing ceilings would be near instant death and go against the slow methodical approach.

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.

If you import HL2 maps into portal then you can quite happily used the portal gun underwater. Water does not pass through the portals so you can swim into a portal and end up in thin air. It doesn't look quite right, but then portal was not designed to have underwater sections. Portals also don't work very well with displacement maps, you end up falling through the floor if you emerge from a portal over a displacement brush. Useful to know if I ever get round to designing portal maps.
 
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.


It's obvious it's acid since when you fall in it makes a "sizzling" sound... Electrocution doesn't do that.
 
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.
 
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.

Having flames in the test chambers would have lowered the impact of the one point where flames to occur in the game: when you are about to be incinerated. The reaction at that point should be "WTF?!?! FIRE? oh shit, oh shit, oh shit" (or some toned-down version of that feeling) rather than "ah yes, I've avoided fire before, what's the trick this time?"
 
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.
 
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.

Agreed, the developers also mentioned how hard it is to make players look up, even with a sound effect I could imagine people wondering why they just died.
 
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
 
nope....get the grav gun using impulse 101 and then grab one compare it to the combine ones

I guess I'll spell it out for you... use of previous game resources to indicate previous game functions, despite the fact that story-line-wise or whatever they're different.
 
They are the same thing. Parallel development does not mean that Aperture Science had access to Combine technology. It's like the wheel, see?
 
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 >.>
 
yes i get it it's just the same model...although i am a retard
 
Like the wheel, eh?
You got some splainin to do >.>

It's not exactly a hard concept to grasp. The wheel was developed simultaneously by hundreds of isolated tribes. It's not that hard to believe that those pellets might have been developed independently of the Combine. Unless you believe that we must have reverse-engineered the ball-socket joint from striders. :p
 
Maybe because they wanted to make the impression that aperture didn't intend to kill you. You die because of your own mistakes.
 
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