
If portal ends are not on parallel planes, the character passing through is reoriented to be upright with respect to gravity after leaving a portal end.Portal:Mountains - Portal Project … Wikipedia As GLaDOS puts it, "In layman's terms: speedy thing goes in, speedy thing comes out". This allows the player to launch objects or Chell herself over great distances, both vertically and horizontally, referred to as 'flinging' by Valve. For example, a common maneuver is to jump down to a portal on the floor and emerge through a wall, flying over a gap or another obstacle. As moving objects pass through portals, they come through the exit portal at the same direction as the exit portal is facing and with the same velocity with which they passed through the entrance portal. An important aspect of the game's physics is momentum redirection. Neither end is specifically an entrance or exit all objects that travel through one portal will exit through the other. The portals create a visual and physical connection between two different locations in three-dimensional space. The portal gun can create two distinct portal ends, orange and blue.
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In Portal, the player controls the protagonist, Chell, from a first-person perspective as she is challenged to navigate through a series of rooms using the Aperture Science Handheld Portal Device (portal gun or ASHPD). The game includes voice communication between players for this mode as well as split-screen for players playing locally. Should either robot die, a new robot will be recreated shortly after, allowing players to continue on the puzzle without restarting. Later chambers are less structured, and require the players to use both sets of portals for laser or funnel redirection, launches, or other maneuvers to reach the exit. Initial chambers set each robot in their own separate section of the chamber, and their solutions teach the use of the communication tools and portal use to complete. Because of the number of possible portal combinations, the test chambers that the players proceed through are much more difficult than the single-player campaign, requiring the two players to work together. Both players control separate portal guns and can use the other player's portals as necessary each player's portals are of a different color scheme (blue/purple, and orange/red) to help distinguish between the two sets. This mode can be played by two players at the same computer/console via split-screen, or through two remote players at their own computer/consoles Microsoft Windows, MacOS X, and PlayStation 3 users can play with each other regardless of platform. The game includes a two-player co-operative mode in addition to the single player mode. While early technology demonstrations included the use of Pneumatic Diversity Vents, a series of transport pneumatic tubes, and the interaction of their suction or venting power through portals, these do not appear in the final game, as the technology was not quite perfected by release. One example is the direction of Excursion Funnel tractor beams or Hard Light Bridges through portals to provide surfaces or areas which the player can use to move the player-character or specific objects across obstacles. The functionality of the gun has not changed between the games, but within Portal 2, players can take advantage of the transmission of other physical effects through the portals. Players solve puzzles by using these portals to move unconventionally between rooms or to use the ability to fling objects or themselves across a distance. After these levels, the player will be required to solve puzzles in test chambers within the Aperture Science Enrichment Center using the "portal gun" (the Aperture Science Handheld Portal Device), a device that can create two portals connecting two surfaces across space. Initial levels provide a tutorial on general movement controls and interactions with the environment.
