Non-Euclidean Level Design (Portal 2 Version)
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- Опубликовано: 6 сен 2024
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Just click Subscribe, launch Portal 2, select "Comunity Test Chambers" from the main menu, then select "Play Community Test Chambers". The map should show up on the next screen, ready to play.
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Original video: • Non-Euclidean Level De...
Thanks to TheMarcemGuy's video for inspiration: • Non Euclidean Level De...
Thanks to PC Gamer for featuring me in their January 2012 issue (page 87)!
When I found out the Source Engine used in Portal 2 supported the same zone portals I originally used in my America's Army map, I decided to remake the level. Well, here it is.
The portals work pretty much the same way they did in America's Army, but they don't flicker when you walk through them, and you can shoot portals through them too. I don't know if sound travels through them, though.
These portals work identically to the standard portals you're used to in Portal, except they're exactly as big as you want, always rectangular, and don't have a border. There's still the problem with lighting not matching up, which you can see at a few points. I did my best to match them up though, especially in the upside-down catwalk room.
There is extreme potential for horror games here.
_only_ horror games tho?
Heyy krinkels
Never thought of it that way, I only thought about Non-Euclidean games as puzzle games.
@@conchobair9887 for a brainlet like me horror and puzzle games are one and the same.
@@KrinkelsNG Huh. Quick question, are there any puzzle games you'd recommend? You seem like you might know some good ones.
Great use of World Portals... Valve really made the game much more complex by adding them.
DID YOU KNOW:
In the portal 2 campaign, the chamber with defective turrets you got to by shooting a portal through a grate on the floor (in Chapter 8) was non-Euclidean, and Valve had to make it by using a World Portal?
i knew, i was messing around w/ the p2 models in hammer and found that the box is a solid figure.
The earliest game I remember that uses portals like in the game Portal was Prey from 2006.
They actually made everything with world portals, and stitched it together at the end. They left the world portals in that scene because it was the easiest way to do a test chamber that moved into position, not because it was non-Euclidean.
Finally I know about which room sayed devs in comments. I thought it was experimental ship, its room
Thanks
Imagine if this was a real place and some drunk guy got lost in it.
he would keel over, and... i think you know the rest.
@@bowldawg4394 I don't... He vomits?
I'd just want a "Non-Euclidean" maze to be lost in.
(I'm not drunk, I'd just like to get lost in it and have fun, until my feet get sore of the walking.)
@@ndJssFlurt Sure you aren't bud. Here's your citation.
Somewhere M.C. Escher is crying tears of joy.
I was reading the Tv Tropes page on Alien Geometries when I clicked into this. This is beautiful.
Drbazooka Same here xD
So was I.
+Drbazooka Ditto
I was just reading the TV Tropes page on _Portal 2_ and clicked on this. Though it's already in my Favorites playlist, so I've obviously seen it before… Perhaps I was once directed here by Alien Geometries? :)
Drbazooka q
now you're truly thinking with portals.
now you are thinking with harder portals
damnit, i was about to make the same comment
@@whenthemewhen2755 this map got into Momentum Mod btw
This has some exceptionally clever usage of world portals. I might just use some of these concepts in a puzzle :Y
It's funny how Valve only used this just to make euclidean level design easier.
Also, I like how Marathon had this ability in the game engine too.
Not unlike Aperture Science just using their portal technology for their insane tests.
@@spongeintheshoe Valve simply used this so that they could make separated areas that could be tweaked without having to move everything else to accommodate, then they would stitch them back together and remove the "world portals" as they're called.
Reality.exe has stopped responding. Would you like to send a report?
No but I would like to report your spelling
Electra Heart Which word did I got wrong?
rapport= report ^_^
Electra Heart Sorry.
Don't send.
Oh the Fourth Dimension gives me such a...
Hadron...
Now you're thinking with wormholes!
*portals
The laws of physics are curled in the fetal position, silently rocking back and forth, weeping.
It's 2015 and this still fucked me up
I can just imagine getting lost in here, forever, as a very special kind of hell. *Shudders*
Antichamber finds this tame.
My thoughts exactly.
I bet someone has recreated Antichamber in Portal 2.
Can feel my sanity fading...
I would love to live there, I find it comforting.
Awesome! I love to see games that incorporate some of the more out-there aspects science and maths.
I want to see a puzzle game from this!
Are you played Antichamber already?
Antichamber
Little solace comes
to those who grieve
when thoughts keep drifting
as walls keep shifting
and this great blue world of ours
seems a house of leaves
moments before the wind.
Imagine the haunting level design of “The Sword” in “Thief: Dark Project” merged with this. Madness guaranteed.
This is truly incredible. I'm watching this for the 2nd time a year later, and it still just amazes me how amazing the portal 2 engine was. ALSO! Thanks so much for the end where you noclipped around to give a sense of how some of these tricks were done! Not everyone does that in some of their showcase videos, so I appreciate it!
very clever usage of world portals
i am impressed
Thanks for breaking the comment section.
That is where Antichamber comes in.
Imagine a co-op of this and you're constantly shouting at your mate going "WHERE THE FUCK DID U GO????"
Whoa! That whole train thing was a really cool idea that I'll play with for a bit!
The power that linked_portal_doors can accomplish!
It's like Antichamber.
Hey this is great! And thanks for flying around in noclip at the end just to show us how it was done :)
People in the comments are going "My brain is dying!" My reaction: "That's pretty cool!"
Sanity is for the weak!
CountryMusicMann your reaction must be unique and nobody else thinks this is cool.
this is the sort of whacky stuff i would expect from the borealis based on marc laidlaw's description
Seems like something you could add to an FPS to improve it.
Every time he arrives at a new "area" he's actually passing through a portal aligned seamlessly with the first. This makes it appear there is impossible geometry at work when there's actual 2 or more rooms of the same kind instead of one. In some cases (the walk way) a portal is used as the ceiling to give the illusion of walking upside down. The cube is dropped through the portal making it appear that gravity is pulling it down. It's all pretty clever when you consider it.
Lovecraftian mindfuck game please!!!
I'd like a game like this over shit like the remake/reboot/whatever of The Call of Cthulhu.
It's amazing what world portals can do for a game engine.
@jkman10 it's a mathematical term. Google it
what?
This is how The Stanley Parable remake was born.
It also uses Portal 2 branch of Source, and it has some non euclidean parts too.
this makes my brain hurt
**explode
This is a really good example of what you can do with them
So THIS is F-Stop...
Knowing how this works really makes Antichamber easy to understand.
I used to do stuff like this in Descent (1/2). You can't make portals, but you can make multiple rooms occupy the same space and only connect at certain points.
World portals are a work of art and I'm happy valve included them alot for source.
It's like an M.C. Escher painting came to life, the dimensions of everything change with perspective.
Now you're mapping with portals!
I can only imagine how sick it would be to play a shooter on this map...
as a gamer with an almost obsessive compulsion to search every corner of every room in every game looking for potential easter eggs etc, i feel this would be torture!
great job thou :D
0:58 ; Yeah, that totally reminded me of Prey. I love this video. Was directed here by your America's Army one (which I showed people years ago).
Some of these tricks can be used to create some very mind-bending mazes... though you'd have to be careful that you don't make them so wacky they just frustrate people. Portal helped us to "think with portals" and escape our traditional ideas of how to move around. One would have to undergo a similar "relearning" to handle this kind of thing, so you'd have to take it slow, the way portal does, to keep it from being too difficult.
I love your use of portals to make it seem like you've fucked with gravity.
If you listen to the portal two dev commentary they tell you that they used this a lot when first making the game because just wanted to get things down on paper so their rooms didnt need to make sense in real 3d space because they could use portals to pop players anywhere without them noticing. Eventually they worked back and grounded everything in reality.(except for one place)
Wow ! This is mind-blowing ! Now, make a complete adventure using this and so we can call you evil genius !
Now you are thinking with portals! (awesome job!)
In Portal 2, you can. You can also shoot Portals through linked_portal_door entities (the entities used in this video).
There was a commentary node in Portal 2 that stated that, before most of the level design was finished, the rooms were linked by portals. As you said they left 1 or 2 in there in the final product.
Portal game is like 1 minor decisions away from being a horror game, and it shows in the testing phase of the game. Shits are scary
Now you're thinking with portals.
I kept my mouth open the whole video. Kudos to you.
@Methamphetamelon V:TM - B was actually completely developed before HL2 was released, but they agreed to not release before HL2 because HL2 was suppose to be the flagship Source engine game.
There is some serios horror game potential with this kind of level design
Awesome job, man
I have tried things like this, but it's so hard to get your head around. Good job!
Not confused, but amazed. Great job!
2:54 Reminds me of Singularity, when you come accross a rift and look through and you see how different were the room in the past. Awesome video, I imagine great multiplayer free4all match on levels like this.
I remember one example of this being used in the singleplayer campaign, where Wheatley tricks you into portalling into a room with defective turrets. Although that was not used for MC Escher's descent into hell.
Now all we need is some inception music to go with this
Now you're thinking with portals
Valve should hire you for Portal 3. Optical illusions like these would be a kick-ass new feature, totally out of the box, and creates lots of new possibilities without even throwing new testing equipment into the mix. Not to mention GLaDOS's fondness for psychological experiments would make the creation of test chambers like these totally in-character.
> Valve
> [Anything] 3
> 12 years ago
The first Prey game dabbled in a lot of this and it was absolutely amazing.
These puzzles in the Perpetual Testing Initiative hurt my head.
I like how I figured out all the tricks before they showed up in the video. I could program something like this in Mario 64 with a little thought
Nice level, basically every lighting problem could be solved with a little work on it. But it's yet very nice.
I love the red room/green room, that's beautiful.
Oh my god, this is great! Just finished playing Antichamber and this is awesome.
Now your thinking with portals.
@thing2liv would certainly add another level to the puzzle designs
Looks like Aperture Science has finally perfected the calculator that divides by zero.
This map is blowing my mind.
Now you REALLY thinking with Portals.
That's what I was afraid of. Still, if done well you can manage a ton of seamless cowboy switches. I hope this concept get's applied to some very cool puzzle maps.
After making a map using this principle, this kinda doesn't mess with your head anymore
I'm a huge Narnia, Star Wars, Inception, m-theory, and quantum physics fanatic.
Yet somehow I was able to follow this entire video without imploding.
Thanks for revealing the answers at the end! :)
Now you're thinking with portals!
Fantastic. This helped me to visualize the portal technology and the space-time (plot) physics used by Dan Simmons in his Hyperion Cantos. It would be fantastic if someone could model the River Lethe, a project of immense engineering and scientific hubris that created a single river through portals that spanned 1,000 worlds.
3:00 is what blew my mind. I can see a lot of applications very similar to this in a game
Could you imagine playing an FPS multiplayer like TF2 on this map, that would be ABSOLUTELY AMAZING!!! Excellent job on the design, you should send it to valve and see what they think, who knows they may even make you a level designer. I just want to play multiplayer on this map sooooo bad.
@KawauRofl I do not remember exactly, but I believe it is in the headquarters of the Tremere clan. In any case you are talking to a contact in a house and when you try to leave if you turn the wrong way you will be stuck in an infinite loop of the same hallway. It has been a long time since I've played the game, but this was one of the most surprising moments for me.
I'd love to see a time travel themed level with that linked room mechanic. Youd have to dress up one set as aged for the future version and have one new and shiny. and then trigering one thing in the past would move something in the future. Oh god my brain hurts.
My head wants to explode. This is insane to think about.
I hope Valve sees this and offers you a level-designer job. Please Valve I want to play this guys levels!
Now you're thinkin' with portals!
This must be a small bit of what it was like inside the House of Leaves
Someone has made a game called "Antichamber" which is on quite similar lines. That one is trippy. Like this map was played by someone who is on shrooms :D Antichamber also won the "Technical Excellence" award at IGF 2012
@danielcdawson I think the reason developers haven't used non-Euclidean geometry in gaming is the same reason Valve didn't take to Kim Swift's "time portal" idea - it's just too confusing for our feeble Euclidean brains. Super-fun to watch though, and it would make a great plot device for a movie.
Maybe if they can figure out how to make it work without being too mind-numbing, this could be Portal 3! It certainly would add an extra element of awesomeness.
I used to do similar stuff back in UT 2004. Most chaotic design was a constantly repeating hallway that was a CTF map. =P
Portal is probably one of the easiest things to fake "non euclidean" spaces in, since you can just make each area its own thing, and connect them with portals. There are games and renderers out there that show examples of real non-euclidean space, i believe the main example is "No! Euclid!"
Now you are thinking with portals.
not only did this video give me a headache, it also caused by brain to temporarily shut down, reducing me to an anxious mess and simply muttering "wtf" over and over to myself in some demented cycle. have my upvote wait shit this isn't reddit
I do not understand why people downvoted your commentary, I was wondering too until I see answers to you ! Shame on downvoters !
Sick! Reminds me of "In the Mouth of Madness" movie. Would be cool to see some horror mod like that.
Horror game with this technology PLEASE. Imagine something like Silent Hill but with the added aspect of being a spatial destruction of the mind...