People already found cut content.
Pneumatic Diversity Vents, please?
How nice.
Community maps with diversity vents?
Awesome!
Why do people insist on having the diversity vents? They were removed from the game because they weren't very fun, after feedback from Valve's "old guard" who ensure that the quality of their games is up to scratch,
[QUOTE=Mr. Agree;29755459]Woo![/QUOTE]
I feel compelled to agree with you.
AWESOME! :D
Time to make some Portal maps when bored.
Hopefully I will be able to make a full map this time..
(Last time I spent a day detailing a lot of shit in one average sized room, then I dropped the project. :( )
[QUOTE=Randdalf;29755667]Why do people insist on having the diversity vents? They were removed from the game because they weren't very fun, after feedback from Valve's "old guard" who ensure that the quality of their games is up to scratch,[/QUOTE]
Well at least now Valve have included the diversity vents maybe somebody has a really good idea about what to do with them?
hooray, no more alien swarm sdk to deal with
[quote]so presumably you can also create whatever horrific Chell/Wheatley slashfic you’ve been dreaming sick fantasies of for the last month.[/quote]
uh-oh
[QUOTE=Randdalf;29755667]Why do people insist on having the diversity vents? They were removed from the game because they weren't very fun, after feedback from Valve's "old guard" who ensure that the quality of their games is up to scratch,[/QUOTE]
The vents had potential for some interesting stuff, especially since their suction goes through portals. They were removed from the game because Valve's playtesters were confused by how they worked and thus it became 'unfun' to include them in complex puzzles.
To be honest, I think Valve playtests a little too much... Portal 2 sounds like it was going to have much more complex, engaging puzzles with far more elements (and we even saw them in prerelease trailers) before their casual-gamer playtesters got confused by it. I think what [i]is[/i] in Portal 2 is fun and amazing, but the way the designs came out kind of feels like it was designed for total idiots, like they painted a massive red arrow on the wall pointing to the answer at every part a playtester said "I don't get it...".
So now the community has the tools to fill in the gaps for those of us searching for a more challenging experience. Not that Portal 2 wasn't challenging at all...but I'd love to get stumped by a difficult puzzle that requires timing, precision, and complex puzzle element mixing, especially if it's for co-op, which is totally unplayable to me now because I've beaten all the puzzles. It can't hurt to give the community the tools to create this kind of thing, and the great part is that if you don't want it, then you don't have to download it. Simple as that. Pick and choose the kinds of custom maps you want to play.
Reverse the effect of it, i.e. make it push you and that could provide some interesting gameplay.
[QUOTE=Shugo;29757110]To be honest, I think Valve playtests a little too much... Portal 2 sounds like it was going to have much more complex, engaging puzzles with far more elements (and we even saw them in prerelease trailers) before their casual-gamer playtesters got confused by it. I think what [i]is[/i] in Portal 2 is fun and amazing, but the way the designs came out kind of feels like it was designed for total idiots, like they painted a massive red arrow on the wall pointing to the answer at every part a playtester said "I don't get it..."[/QUOTE]
I don't know about you, but i spent a good 15-30 minutes each on the last few puzzles. :byodood:
[QUOTE=Dj-J3;29757379]I don't know about you, but i spent a good 15-30 minutes each on the last few puzzles. :byodood:[/QUOTE]
Same, some of them tripped me up too. But other than those few puzzles, the rest of the game felt like a giant tutorial other than the story bits, which were...story bits. :v:
[QUOTE=Shugo;29757110]The vents had potential for some interesting stuff, especially since their suction goes through portals. They were removed from the game because Valve's playtesters were confused by how they worked and thus it became 'unfun' to include them in complex puzzles.
To be honest, I think Valve playtests a little too much... Portal 2 sounds like it was going to have much more complex, engaging puzzles with far more elements (and we even saw them in prerelease trailers) before their casual-gamer playtesters got confused by it. I think what [i]is[/i] in Portal 2 is fun and amazing, but the way the designs came out kind of feels like it was designed for total idiots, like they painted a massive red arrow on the wall pointing to the answer at every part a playtester said "I don't get it...".
So now the community has the tools to fill in the gaps for those of us searching for a more challenging experience. Not that Portal 2 wasn't challenging at all...but I'd love to get stumped by a difficult puzzle that requires timing, precision, and complex puzzle element mixing, especially if it's for co-op, which is totally unplayable to me now because I've beaten all the puzzles. It can't hurt to give the community the tools to create this kind of thing, and the great part is that if you don't want it, then you don't have to download it. Simple as that. Pick and choose the kinds of custom maps you want to play.[/QUOTE]
Get yer facts right, in the Final Hours Of Portal 2 it is stated that diversity vents were removed because the Valve Overwatch (experienced company members) didn't think they were up to the quality of Valve games - they weren't fun enough.
[QUOTE=Dj-J3;29757379]I don't know about you, but i spent a good 15-30 minutes each on the last few puzzles. :byodood:[/QUOTE]
Only hard one in the entire game was the one where you had to work the blue jel back and forth through the light tunnel things
I felt the role of the diversity vents were already covered by that light tunnel thing.
From the comments:
[quote]
It is unfortunate. If Valve gave people a set of tools comparable to UnrealEd or the CryEngine tools there would be TONS of 3rd party Portal 2 content. But instead they dish out the garbage that is Hammer. I say that it’s garbage because it is quite literally a heavily modified monstrosity written on the foundation of a program that was made to edit Quake engine games in 1996 (15 years ago!). It’s almost as though the Portal 2 single-player levels are an allegory for the state of Valve’s development toolset.
As much as I appreciate the quality of the games Valve makes; when you compare their toolset with UE3 or CryEngine3 it’s as though other companies have moved on to building games using super intelligent robots with lasers on their heads and plasma cutters for hands, while Valve is still building games with…by banging rocks together (see how I dodged the obvious hammer pun right there).[/quote]
Completely agree, Valve's I/O solution is horrible and messy but it works, amongst other tools..
I wish they improved their tools like other devs do..
Wow already people are bitching about those damn diversity vents. shut the hell up!
I'll be working on some maps eventually.
[editline]12th May 2011[/editline]
I'm going to have to make a map that includes 1,000 diversity vents and maybe that will shut you titty fuckers up.
Sorry, you need to Log In to post a reply to this thread.