Oh shit. I just found a cutscene that happens when you complete co-op play. Lets just say that it is rather epic in both it's awesomeness and it's implications for the franchise. I'm uploading it to youtube right now.
EDIT - Also, steam seems to be mis-reporting playtime, with everything from 8 hours(Which is roughly the length of the game), down to 2 hours or 33 minutes.
I'm currently replaying Portal 2 in commentary mode, and I discovered something. When you're behind the scenes at the turret factory, there's one part where a turret is on a belt headed towards destruction. You'll recognize it when it says "I'm different". Hold that turret long enough and it'll start telling you about how the answer is down under and to remember the name Caroline.If you read that spoiler, then I assume you've beat the game and know what it means.
I doubt I'll play much further until I can get a better computer. There was a twenty second delay in the opening between the end of Wheatley's lines and the end of the cutscene. Favorite line thus far: If the laws of physics do not apply in the future, God help you.
Edit: Nevermind, I got it. I just thought I'd already tried the correct solution and it hadn't worked. Trying it worked, lol.
Edit 2: Single Player complete!
Edit 3: Because I was too impatient to wait for the steam download and played the game on PS3, and now PSN is down, steam is not showing the achievements for completing the game.
Finished second play through with commentary. Favorite line: Have fun soaring through the air without a care in the world, like an eagle, piloting a blimp.
Hey so, I had a game design concept for a sort of Portal/Team Fortress/Quake style capture the flag mod, based on two small teams (of P-Body and Atlas, of course) duking it out in class based combat. The reason Valve didn't do it was because portal vs portal combat had a super-high barrier to entry, but by aiming it directly at fans who have already beat it as a sort of super-pro, clan-based game I think we solve that problem. I'm posting about it here first because I don't want the ideas floating about the Valve forum for others until I know if I am going to do it (and if it's even possible) and I wanna get it looked at by a community a little smarter than the raging fans over there.
The idea is two teams, probably no more than five per team at the absolute maximum, ideally three each, and three classes. Each side has a companion cube to protect, and they have to steal the enemy cube. Simple enough. Where it gets complicated is the three classes; each class only has one weapon and is entirely purpose-built for his task. Identification would be done by the weapons they carry- as they can't swap them, they will always be carrying the same gun.
- One class has the dual Portal device, so he can zip around on portalable surfaces, drop people into hazards, and generally do all the stuff we've been doing with portals since the start. His role is to keep the team mobile, to bypass enemies, and to clear a path to the cube. - You have a class with a goo-shooter, who can scroll between the propulsion, repulsion, and conduction gels as well as a black rejection gel (to secure rooms against portals), green adhesion gel (lets you walk on walls, TAG style) and water to wipe it off. He is basically the engineer, manipulating the map to his will, but he has a fairly short range and obviously not really much in the direct combat threat department. He'd be able to cover enemies in goo so they suffer it's effects temporarily, but really his job is to support the other two; locking down enemies with adhension so they can't dodge rockets, setting up ramps and jumps to get shortcuts to the cube, removing portal surfaces from the cube-room, and so forth. - Finally, direct combat is the Rocket Guy's job. He has a gun that shoots rockets, obviously. The rockets move slow and can be dodged, but will blow you up in one hit. He can also turn on an aiming laser, which makes them seek whatever he is pointing at but makes them move even slower. The aiming laser doubles as a thermal discouragement beam so he can activate laser-based map features or simply use it as a barrier, though it does not do damage.
Like in co-op, player death has zero consequences, except that it drops you back on your own side. It won't even be recorded; there is no kills/death ratio for stupid players to wank over. GLaDOS is the announcer (we could probably run some of the TF2 announcer clips through autotune, as it's the same voice actress) Because of the difficulty in doing it, it's probably one cube to victory. Maps would be set up as several rooms with simple puzzle elements; it's not HARD to get through the rooms like in single-player, but you can't just run through the doors directly. Map knowledge is obviously vital, and you can use diagonal surfaces, faith plates, excursion tunnels, and other such whatsits.
The project hinges on finding a guy who knows the source engine, and on if server-based team games are even possible within Portal 2. It's got minimal new art assets (need team colour cubes, two new guns, and two new gels) and a lot of potential to be an entirely kick-ass game for people who are already very good at portal. Thoughts?
Hey, this isn't my first time to the modding rodeo. I can do the necessary art assets (weapons, custom map assets etc), and I already know the basics of source coding; I could do the vast majority of the actual ingame stuff. Where I would need help is the interface and networking stuff; if not a guy, then a guide. I don't just idea guy; I've made the vast majority of the art (models, textures, and animation) for my current modding project as well as handling the game design portions. However, it would be pointless to start the project without somebody who can at least confirm it being possible, which isn't my skill sets.
I just hit a game-breaking bug at the end. When I go to fight Wheatley, he does the bomb-throwing animation, but no bombs come out, so basically I'm helpless. That genius... finally, a villain who just lets the poison kill you, instead of using some overly elaborate, easily-turned-on-you weapon! Brilliant! Then again, maybe this is the real ending, and Valve is a fantastic troll. I'm gonna go with glitch, though... :sigh: And, thanks to whoever hacked the PSN, I cannot redeem my PC copy. Looks like I may be stuck here.
I can confirm that your game glitched and that is not the real ending.
Don't worry, didn't actually think that was the case - just a lazy attempt at humor.
Try starting from an older save and seeing if that fixes it.
Yeah, I just scrolled through the Steam forums and it looks like many others have had this problem, and this fix seems to work. Sometimes just reloading the last save seems to work, other people say from the start of the chapter. Thankfully, the last chapter isn't too long, so I should be able to beat it soon. (probably didn't need to be in spoilers, but thought I'd be safe)
Yeah, I just scrolled through the Steam forums and it looks like many others have had this problem, and this fix seems to work. Sometimes just reloading the last save seems to work, other people say from the start of the chapter. (probably didn't need to be in spoilers, but thought I'd be safe)
They had an update the other day which fixed this, though I don't know if it's out for PS3 - not that it would matter that much if it was, thanks to PSN being down.
They had an update the other day which fixed this, though I don't know if it's out for PS3 - not that it would matter that much if it was, thanks to PSN being down.
True... but thankfully, reloading my last save was enough, and I have since beaten it. That ending was absolutely incredible. Spoiler: It's funny, though because one of my first thoughts after beating Portal 1 was "Oh man, if I had one of these things, I could totally open one on the moon and hold the world ransom for whatever I wanted." I laughed about it at the time... and then this happened. I couldn't stop laughing when I saw the ending
Comments
EDIT: process is going swimmingly.
EDIT: Here. It only spoils the ending of the co-op.
EDIT: Extracting all the sounds from the vpk files. Oh foleys! oh Voice overs! And the music! ^__________^
EDIT - Also, steam seems to be mis-reporting playtime, with everything from 8 hours(Which is roughly the length of the game), down to 2 hours or 33 minutes.
Favorite line thus far: If the laws of physics do not apply in the future, God help you.
Edit: Nevermind, I got it. I just thought I'd already tried the correct solution and it hadn't worked. Trying it worked, lol.
Edit 2: Single Player complete!
Edit 3: Because I was too impatient to wait for the steam download and played the game on PS3, and now PSN is down, steam is not showing the achievements for completing the game.
Favorite line: Have fun soaring through the air without a care in the world, like an eagle, piloting a blimp.
The idea is two teams, probably no more than five per team at the absolute maximum, ideally three each, and three classes. Each side has a companion cube to protect, and they have to steal the enemy cube. Simple enough. Where it gets complicated is the three classes; each class only has one weapon and is entirely purpose-built for his task. Identification would be done by the weapons they carry- as they can't swap them, they will always be carrying the same gun.
- One class has the dual Portal device, so he can zip around on portalable surfaces, drop people into hazards, and generally do all the stuff we've been doing with portals since the start. His role is to keep the team mobile, to bypass enemies, and to clear a path to the cube.
- You have a class with a goo-shooter, who can scroll between the propulsion, repulsion, and conduction gels as well as a black rejection gel (to secure rooms against portals), green adhesion gel (lets you walk on walls, TAG style) and water to wipe it off. He is basically the engineer, manipulating the map to his will, but he has a fairly short range and obviously not really much in the direct combat threat department. He'd be able to cover enemies in goo so they suffer it's effects temporarily, but really his job is to support the other two; locking down enemies with adhension so they can't dodge rockets, setting up ramps and jumps to get shortcuts to the cube, removing portal surfaces from the cube-room, and so forth.
- Finally, direct combat is the Rocket Guy's job. He has a gun that shoots rockets, obviously. The rockets move slow and can be dodged, but will blow you up in one hit. He can also turn on an aiming laser, which makes them seek whatever he is pointing at but makes them move even slower. The aiming laser doubles as a thermal discouragement beam so he can activate laser-based map features or simply use it as a barrier, though it does not do damage.
Like in co-op, player death has zero consequences, except that it drops you back on your own side. It won't even be recorded; there is no kills/death ratio for stupid players to wank over. GLaDOS is the announcer (we could probably run some of the TF2 announcer clips through autotune, as it's the same voice actress) Because of the difficulty in doing it, it's probably one cube to victory. Maps would be set up as several rooms with simple puzzle elements; it's not HARD to get through the rooms like in single-player, but you can't just run through the doors directly. Map knowledge is obviously vital, and you can use diagonal surfaces, faith plates, excursion tunnels, and other such whatsits.
The project hinges on finding a guy who knows the source engine, and on if server-based team games are even possible within Portal 2. It's got minimal new art assets (need team colour cubes, two new guns, and two new gels) and a lot of potential to be an entirely kick-ass game for people who are already very good at portal. Thoughts?
Spoiler: It's funny, though because one of my first thoughts after beating Portal 1 was "Oh man, if I had one of these things, I could totally open one on the moon and hold the world ransom for whatever I wanted." I laughed about it at the time... and then this happened. I couldn't stop laughing when I saw the ending