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Video of Valve's Portal

  • Thrik
  • July 18, 2006 at 8:24 PM
  • Zeta
    • July 19, 2006 at 10:51 AM
    • #41

    Looks incredible but i found the video voice irritating and the lost ripoff lame.

    I hear the blurring and dop won't be in the actual game and were ony for the video as well??

  • user
    • July 19, 2006 at 10:56 AM
    • #42
    Quote from Zete

    Looks incredible but i found the video voice irritating and the lost ripoff lame.

    Lost had portal guns?

  • skdr
    • July 19, 2006 at 11:11 AM
    • #43
    Quote from Zete

    I hear the blurring and dop won't be in the actual game and were ony for the video as well??

    Gabe said:

    Quote

    All the footage shown in these trailers was created using Source. Some of the effects, namely depth of field and motion blur, were applied via post-processing features built into the Source engine technology.

  • FrieChamp
    • July 19, 2006 at 11:27 AM
    • #44
    Quote from Sa74n

    afaik portal wont have a multiplayer mode.

    lol yea, I don't know what everyone's raving so much about. I had the impression this wasn't merely a techdemo but also a gameplay demonstration, a singleplayer, first person puzzle game. I'd like to be proven wrong though.

    I gotta agree with fletch though, modders could build on top of that technology and create some really interesting things.

  • Zeta
    • July 19, 2006 at 11:54 AM
    • #45
    Quote from User Err0r

    Lost had portal guns?

    no I was reffering to the whole orientation video thing

  • Inevit
    • July 19, 2006 at 12:22 PM
    • #46

    multiplayer? What happens when you shoot a portal into a portal?

    If it cancels the previous one out, what happens with someone travelling between them?

    Telefragging redefined

  • Nazul
    • July 19, 2006 at 1:07 PM
    • #47
    Quote from Inevit

    multiplayer? What happens when you shoot a portal into a portal? If it cancels the previous one out, what happens with someone travelling between them?

    Telefragging redefined

    well ,it's a portal , so you'll shoot yours through it and you'd create one where the other one ends.. kinda obvious

  • user
    • July 19, 2006 at 1:11 PM
    • #48
    Quote from Zete

    Lost had portal guns?

    no I was reffering to the whole orientation video thing

    So when anything makes use of an orientation video, that means they're ripping off lost? Hardly. It'd be questionable if they did the orientation video in the style of lost's. but no. Try again, Zete.

  • hamst3r
    • July 19, 2006 at 1:54 PM
    • #49

    Looks simply awesome, but I hope vale can actually create a good storyline and not just make this into a basic puzzle game.

  • Thrik
    • July 19, 2006 at 1:58 PM
    • #50

    I liked the voice. I mean I assume they meant it to be cheesy as hell and not all serious.

    As for Portal, I've had a number of people tell me it's a SP puzzle game, so I'm assuming that's exactly what it is. Presumably the technology can/will be expanded upon in the future and taken into a multiplayer context though.

    Can you imagine TF2 with portals?! I can see it now: a spy sneaks into the enemy flag room, opens a portal back to his base, and floods of HWs piss through.

    You should put this in Fortress Forever, Defrag. xD

  • user
    • July 19, 2006 at 4:13 PM
    • #51
    Quote from Thrik

    Can you imagine TF2 with portals?! I can see it now: a spy sneaks into the enemy flag room, opens a portal back to his base, and floods of HWs piss through.You should put this in Fortress Forever, Defrag. xD

    Hah, TF2 was the first thing I thought of for MP with portals.

    Even better, have a spy open a portal in front of your sg, and then another on the wall facing the enemy respawn. In TFC, it's lame to build an SG outside the enemy respawn room... but with this, it'd be in your own base

  • Vinny Testaverde
    • July 19, 2006 at 11:52 PM
    • #52

    This is also good because it forces you think and be creative, which is always something good, especially for young kids that will play this game. theres a billion and one games where you just blow shit up, this a very nice change.

    it also opens up like tons of new creative and funny ways to kill enemies, GJ valve!

  • csharp
    • July 20, 2006 at 1:38 AM
    • #53

    Okay sorry dudes.. Ive watched that video like 5 times now, and now it is starting to look funny.. It looks fun after all

  • Inevit
    • July 20, 2006 at 1:51 AM
    • #54
    Quote from Nazul

    well ,it's a portal , so you'll shoot yours through it and you'd create one where the other one ends.. kinda obvious

    Indeed, assuming physics allow. Now imagine shooting one straight into a repeating portal creating.. an ever moving portal. or an object falling into a partly opened portal, unleashed when the exit is placed? Please share the obviousness, this stuff actually keeps me up at night

    Looking forward to seeing this evolve though

    I need a portal at the bottom of my empty pringles can.

  • von*ferret
    • July 20, 2006 at 2:00 AM
    • #55

    Will be interesting if it only effects bsp brushes or if it uses modeled geometry too.

  • user
    • July 20, 2006 at 9:44 AM
    • #56
    Quote from von*ferret

    Will be interesting if it only effects bsp brushes or if it uses modeled geometry too.

    I have a depressing feeling that it'll only work on world geometry

  • Warby
    • July 20, 2006 at 11:32 AM
    • #57

    i am sure it will work on anything that has physics/collision but it wont look as slick as on one large bsp face since the quad with the render to texture/stancil buffer render on it will like hang in the air if you hit somthing none large/flat

    in prey the portals just float freely in the room most of the time

  • von*ferret
    • July 20, 2006 at 9:30 PM
    • #58

    im fearing it will be only bsps since source is so reliant on them.

  • dissonance
    • July 20, 2006 at 9:42 PM
    • #59

    yeah, i wonder if they're going to have to use a different vis system or something.

  • Izuno
    • July 20, 2006 at 10:00 PM
    • #60
    Quote from dissonance

    yeah, i wonder if they're going to have to use a different vis system or something.

    Yes excellent question. Now, I'm assuming that when you are looking through a portal it is possible to calculate your location in the portal world relative to the VIS set...

    hmm....i can foresee some very tricky VIS calculations to try to keep framerate low...or otherwise you make maps "less complicated and stuff" to not overtax the engine in game. Hence it makes sense that the demo we saw was of a relatively sterile type atmosphere where few if any portals would bring down the system. Further, you could place both ends of a portal such that they look into each other, creating a hall of mirrors effect where in theory you could see into infinity. i'm sure someone has thought of that and all this VIS optimization with portals.

    hmm...excellent question...

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