<font color="#A0AAB4"></font><font color="#FEFEFE"> Hey everyone, the name’s Ossy Flawol. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"><i> Portal</i> is a game, shockingly, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> and it’s one that went through </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> a pretty fascinating development cycle </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> due to the amateur nature of the developers. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> When developing games, the </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> development team behind it </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> can always be found conceiving new ideas for it. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Whether it’s a location, a gameplay concept, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> or even just testing the game at its bare minimum, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> the first <i>Portal</i> is no different to the typical </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> development cycle of video games. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> In order to implement ideas into the game, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> developers make what are called “test levels”, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> done to ensure the game </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> functions as expected after code changes </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> by testing the bare essentials, </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> or to test a specific new feature. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> These levels are made for trialling these ideas, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> and aren’t intended to be </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> seen by the public’s eye. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> In the case of <i>Portal</i> though, we have </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> practically every single level that existed </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> during two specific snapshots of development, </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> of which having leaked online a few years back, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> meaning that it is now possible to see </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> these levels with our own two eyes. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> In this video, we’ll be checking out </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> a small handful of these beta levels, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> ones that most people would consider weird. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> I won’t be discussing every single development level here. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> For instance, there are levels that were made </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> for demo showcasing purposes, ones that are </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> incredibly obvious in what their purpose is, or </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> levels that are just… not worth talking about. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> So, let’s begin. We’ll be going through </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> these maps by year on <i>Portal: Project Beta</i>, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> which is a December 2006 build of </font><font color="#A0AAB4">
</font><font color="#FEFEFE"><i> Portal 1</i>, unless I specify otherwise. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Now these first three maps are interesting, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> since they’re actually maps </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> from <i>Half-Life 2</i>’s development, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> having been copied over </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> into <i>Portal</i>’s repository. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> testroom_point_camera is for </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> testing the point_camera entity, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> who would’ve guessed? This entity </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> specifically is a camera that projects </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> a live feed from itself in the map to a </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> screen elsewhere within. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> This technology was used </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> in <i>Half-Life 2</i> in various scenarios, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> most notably the Breencasts. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Why this map is in <i>Portal</i>’s folders will make sense </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> once we see the other </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> point_camera-related map in here. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> testroom_point_camera_teleport. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> This map is nearly identical to the previous, </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> but with one key difference. There is a citizen </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> from <i>Half-Life 2</i> here who will walk out </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> from the camera’s end of the live feed, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> and now you can see why the <i>Portal</i> developers </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> grabbed these maps in particular: </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> this was likely them wanting to see </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> if portals existed in Source already. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> While this iteration is a lot more limited in comparison, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> since this is solely made out of map logic, </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> you could probably consider these to be </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> one of the first portals ever made for <i>Portal</i>, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> if you ignore the fact these maps have </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> a “last edited” date of June 20th, 2004, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> meaning they were made prior to <i>Half-Life 2</i>’s </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> release, and were made for <i>Half-Life 2</i> itself. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> This map, zoo_combine, is the first </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> of the “zoo” maps for <i>Portal</i>. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> These maps are not exactly style guides, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> but rather a collection of assets </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> the developers can reference — hence, a zoo. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> This map, as the name implies, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> is a zoo of practically all Combine-related </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> models and assets from <i>Half-Life 2</i>. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> The existence of this map in <i>Portal </i></font><font color="#A0AAB4">
</font><font color="#FEFEFE"> may seem a little weird if you’re not in the loop, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> but one of the most well-known <i>Portal</i> beta facts </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> is that Aperture as we know it did not exist. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Originally, it was a </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> Nova Prospekt-styled facility run by the Combine. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> We refer to this era of development </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> as the “Prospekt Era” for this reason. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Anyways, despite this being </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> a map of Combine-related assets </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> that the <i>Portal</i> developers likely copied over </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> from the <i>Half-Life 2</i> repository, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> it has some bizarre oddities of its own. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> For example, this APC right at the start </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> of the level is not a model — </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> It is an actual vehicle entity that you can… </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> well, “get” into to try and drive. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> It’s not functional and you can’t do anything, </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> but it’s still really fuckin’ weird. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Another weird entity oddity are these </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> two Combine soldiers, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> named soldier_ar2 and soldier_shotgun respectively. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> They’re not actually models in the map, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> but are a unique entity known as a cycler_flex, </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> an ancient entity in the Source engine. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> By dealing damage to them, they will cycle </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> through every single animation sequence in </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> the chosen model. You can see what animation </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> is being played via the ent_text command. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> And the shotgunner Combine here is </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> not wielding a real weapon, but rather </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> it’s a prop_dynamic_ornament, which, </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> in incredibly simplified terms, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> lets models be attached to </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> other models via bone parenting. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> The shotgunner is not using the unique skin added </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> in <i>Episode 2</i>, due to this map being from 2004. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> There’s functional health and suit chargers, </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> some working thumpers which will scare off </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> spawned Antlions, and nearly all the gates </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> and doors will open if you go near them. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> This dropship container is </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> a physics prop for some reason, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> and some eagle-eyed viewers </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> would have already noticed the fact </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> that this map features four different </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> Citadel models in the skybox. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> There’s even a barely-functional sequence </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> of some Combine walls smashing down some rubble. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> As for mapping anomalies, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> there’s these binoculars that are </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> apparently named combine_gate_large, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> with a trigger around it like gates in this map. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Let’s move on from that map. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> zoo_lab is a bit more of a unique zoo map, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> showcasing the assets to be used </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> in the “Lab” section of <i>Portal</i>. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> For reference, the escape levels </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> were originally referred to </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> by lab_lvl in their internal map files, while the </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> Test Chambers were referred to as intro_lvl. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Prerequisite information aside, this map is </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> divided up into three distinct sections, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> two of which have names, being </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> the Prop Room and the Decal Room. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> There’s also this unnamed third area </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> that has a bunch of pipes </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> and support structures in it, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> so I can only presume this is the Pipe Room(?) </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> This map has many, many text messages laid about </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> it, detailing every little bit about this map, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> ranging from the textures used, to </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> all the decals seen on every surface. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> While there’s nothing too interesting </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> from the <i>Half-Life 2</i> side of things, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> this map appears to feature some unique assets: </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Wall Decals F, G, and H. These are </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> missing textures when you load up the map, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> which should indicate the obvious. </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> Luckily, the map also lists filenames, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> so we can see their names are decal_graph, </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> decal_equation, and decal_drawing. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> The 2016 leaks of <i>Portal</i>’s </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> development repositories </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> actually have the textures for these, so </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> here’s the textures ported by Wolfcl0ck </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> and in the map proper. decal_drawing </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> is the weirdest one out of the three. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> It has the word “Quanta” in it, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> under what seems like </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> a theoretical model of a wormhole. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Exactly what this means </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> is a topic for another day, but moving along... </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Aside from the obvious, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> there doesn’t seem to be </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> much more to talk about — </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> but there are some deeper </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> oddities within the internal mapfile. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> There is this strange collection of vents </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> chilling in the void </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> that don’t seem to fit any room in the map. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> There’s a lighting entity here </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> that references the lab2 level, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> and a receiver cart model and </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> rope that both reference an rm6. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> The rm naming format was possibly one of the </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> first ever that was used for <i>Portal</i>’s maps, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> so seeing a mention of it here is… peculiar. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Let’s move onto the final zoo map. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> zoo_testarea is, as you might guess, for the </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> Test Chambers back in early <i>Portal</i> development. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> The first room features a whole heap </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> of wall destruction props, rubble, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> this weird spiral staircase, </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> and a Combine logo on the wall. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> This area, I can only presume, was for the devs </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> to have an easy reference </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> of every destruction-related prop they might use. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> The second room of this map is strange: </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> it features a toxic goo pit, two platforms, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> a catwalk to the side and… </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> yeah... that’s... yeah... </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> exactly what it looks like. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> This is a ragdoll from <i>Half-Life 2 </i></font><font color="#A0AAB4">
</font><font color="#FEFEFE"> of a citizen in toxic goo, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> so you could probably imagine what the <i>Portal</i> </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> developers were thinking of saying with this one. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> This ragdoll entity actually is </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> named, being floating_body_lvl5, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> which tells us that it comes from the </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> Prospekt Era version of Test Chamber 8. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> The third and final room in </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> this map is the most interesting. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> We can see a lot of early versions </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> of test elements from very early on! </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> For one thing, the original </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> Unstationary Scaffolds take up most of the space. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Before the platforms travelled on rails of light, </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> the developers originally had them be </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> instant-kill scaffolds that would electrify the player. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> This is mentioned in the developer commentary for <i>Portal 1</i>. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> We can also find the early Prospekt version of </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> the Energy Pellet catcher on the floor here. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> No launcher, weirdly, but right nearby </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> is something pretty interesting: </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> one of the first portal gun pedestal designs! </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> This design is made purely out of brushwork, and... </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> yeah, we’ll ignore the way </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> the gun is floating on this thing. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> This is obviously due to the fact that </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> the Portal Gun has changed models </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> many times throughout development, and </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> with this near-retail version of the gun, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> you can tell the origin of the </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> model has changed since 2005. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> We have a few more tests for the </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> Unstationary Scaffold rails, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> and then something very interesting: </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> incredibly early versions of the Cube and Buttons. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Interestingly, this cube is a func_physbox, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> a brush-based entity, and is actually </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> lighter than normal cubes. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Anyways, that’s about all there is for this map. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> There is this room outside </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> the normally accessible area as well, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> but this is something present in a lot of maps </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> to handle Energy Pellet catchers, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> so it’s not really as bizarre as you might think. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> testroom_trigger_portal is located </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> in the exact same room </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> from the point_camera tests, </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> being reused from those maps. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> This is a test level for a trigger entity </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> known as a trigger_portal, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> though the entity doesn’t seem to function anymore. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> There’s also these textures, </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> simply called PORTAL_1… </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> ...yeah, they’re both just PORTAL_1. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> They’re actually the very </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> first <i>Portal</i> texture ever made, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> being what are known </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> as the “Noise Portals”; </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> they’re literally just Photoshop noise </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> with a big “1” across it, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> though in this map they’re cut off. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> The textures are on a monitor brush, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> most likely to have an actual projection </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> through the portals themselves. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> They don’t work here, though, since they use </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> an invalid shader that doesn’t exist anymore. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> While nothing in this map </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> actually functions anymore, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> there are still some peculiar oddities to point out. </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> For one, this map seems to build off of </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> what was seen in the point_camera_teleport test, </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> using point cameras as well. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> There’s also a cactus pot here, I presume </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> for testing physics objects through portals. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> I believe with this map, </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> we can certifiably say </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> this might be some of the first portals </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> ever made for <i>Portal</i>... if they functioned. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> This map also contains </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> even earlier versions of the portals. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Hidden in the VMF file are two visgroups; </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> enabling them shows portals </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> using the “ShaderSlab” models from </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> Valve’s shader testing. Pretty wack. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Now here’s something arguably as interesting: </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> lab_lvl1. This map is possibly one of the </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> only scrapped puzzles from <i>Portal</i>, period. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> While this map was technically </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> last modified on March 14th, 2006, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> it’s from the Prospekt Era of development, </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> so I’m sticking it in this section for brevity. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> This is a puzzle wherein many </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> infinite health Energy Pellets </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> would bounce around on the inside of a cage, </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> and there was a button you had to put a cube on. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> When you load up this map with zero edits, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> the cube is already on the button. </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> Who knows why... probably for testing? </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> It’s speculated that lab_lvl1 is the </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> mysterious and lost testchmb_a_12, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> but we don’t really have </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> enough evidence to suggest </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> the map even existed at any point </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> in the developer repositories for <i>Portal 1</i>. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> If a more updated version of lab_lvl1 </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> exists in the form of testchmb_a_12, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> it’s probably stuck on some <i>Portal</i> </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> developer’s old hard drives, rotting away. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> This isn’t actually where the tale of lab_lvl1 ends. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Located in a maps/custom directory </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> from the 2006 build of <i>Portal </i></font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> is custom_example.tga, </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> an image that shows lab_lvl1. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Yes, the image is this low-resolution. Note </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> the early cube and button designs present. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> This was probably intended to be </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> an example of a custom map </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> to show off the “custom” folder system </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> that <i>Portal</i> had in place. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Interestingly, this map is given </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> a proper name, “Cage O’ Balls”, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> and credits it to Jeep Barnett, </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> a developer on <i>Portal</i>. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Let’s now move onto 2006. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> ragdoll_test is a giant, empty room </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> that features two cube droppers. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> As the name implies, this is a test for the ragdolls </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> used in the escape sequence </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> with the cube dropper that you break — </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> and, yes, those are ragdolls! </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> They’re just attached to the dropper </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> so they don’t go flailing around on the floor, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> which is exactly what this map is testing. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Like mentioned, this room is… </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> abnormally-sized, and just completely empty, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> which is really, really weird. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Kind of gives me the creeps in all honesty... </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Uhh, the random hallway in this map that exists </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> for zero purpose doesn’t help either, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> nor the lack of lighting. </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> Let’s just move on already. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> bonus_longjump is incredibly interesting. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> This map was an idea for a post-game bonus map </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> where the player would try to fling as far as they can </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> and see the distance that they could reach. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> The distance is measured in yards for some reason; </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> each ten yards is represented </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> by an alternating pattern </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> of normal floor tiles and checkered tiles. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> This map also just inherently looks bizarre. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Having any form of <i>Portal</i> content </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> that features a bright sky being contrasted </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> with the concrete aesthetic of <i>Portal </i></font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> emanates a super, super weird vibe. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> The fact this is all in fullbright mode, too, just adds to it. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Now, there’s nothing actually stopping you </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> from continuing to double fling </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> over and over again to reach a further distance. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> I could guess that this is what might’ve been intended, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> but it’s hard to gauge what the developers </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> might’ve been thinking for this bonus mode. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> I can certainly see why this idea was scrapped. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> It’s a cool concept on paper, </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> but there’s not much replay value to it. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> liquidportal_test… </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> Ohh, boy, Liquid Portals. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> These are kind of an anomaly in what </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> exactly the purpose of them was, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> the main idea being that they are a </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> liquid… that happens to be a portal. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> This map first utilises the end part </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> of Chamber 9 snipped off, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> and by standing on the button, </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> you activate the liquid portal to flood the area, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> and when it fully encompasses you, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> you get teleported to <i>here</i>. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Hello, Xen ending! Didn’t expect <i>that</i>, did you? </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> If you’re not sure of what I mean by this, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> go watch the collab video I did with RichterOvertime </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> on this cut ending concept from <i>Portal 1</i>. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> It’s super bizarre to see this liquid portal concept </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> make an appearance </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> in conjunction with the Xending area. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> It could indicate an idea the developers had </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> to replace the hole that appears in the wall </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> with a liquid portal later down the line. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Liquid Portals did see an inclusion </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> in the ending later in development, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> specifically the iconic December 2006 </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> iteration of the GLaDOS fight, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> where once you defeat the broken, glitchy GLaDOS, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> a liquid portal rises to teleport you </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> to a cavern that leads outside. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> bts_styleguide! </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> No, not the K-pop band. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> It’s an acronym for “behind the scenes,” </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> which is how the developers for both <i>Portal</i> games </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> referred to the backstage </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> industrial areas of Aperture Science. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> This map features a pretty interesting </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> old version of Aperture’s industrial regions. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> You spawn in a very simple </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> test chamber environment, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> and have to crawl into the industrial backstage </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> through a broken grate. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> This is seemingly ripped directly </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> from Test Chamber 16 and mirrored. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Maybe it was the other way around? Regardless, </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> let’s actually analyse what we can see here. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> For one, these comically long pistons, and </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> these giant <i>Half-Life 2</i> fans being used here. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> There’s also this block of pure light </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> tied to one of the pistons, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> which I presume was meant to show </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> what the white holes in test chambers were? </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> You can also find Doug Rattman’s </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> gaming setup in the corner of the room, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> and a few metal blocks thrown around. </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> Though, that’s not the weird part of this map. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Turn your attention to these grated-off areas </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> and you’ll notice the peculiar presence </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> of giant mechanical gears turning. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Yeah, apparently one of the original </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> concepts for Aperture’s backstage </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> was to feature giant gears, </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> that would be, presumably, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> powering the facility and controlling </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> the motor functions of things like pistons. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> I’m personally glad they cut this idea. </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> The giant gears are kind of comical, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> even for <i>Portal 2</i>’s standards. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> The atmosphere they went with for the final game </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> with all the pistons everywhere </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> was a much better choice. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Speaking of, you can actually find a piston </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> in the corner of the giant room this style guide exists in. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> There is actually a later iteration of </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> a BTS style guide we’ll be checking out </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> later in this video. </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> Speaking of, let’s move onto 2007. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Before anything, keep in mind I’m still playing </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> these 2007 maps on <i>Portal: Project Beta</i>, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> so visual differences may exist. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> devtest_01 is weird. Its only purpose was </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> originally to serve as a way to check </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> if level transitions worked, since the original devtest map </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> has an elevator to devtest_01, </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> of which originally contained nothing, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> aside from this “YOU WIN” text on the wall </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> when you exit the elevator. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> But here, in a later version, a vacuum tube </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> transporting cubes was added, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> and a Rocket Turret was also added. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Presumably, this was done to easily test the sequence </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> of the Rocket Turret activating </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> and breaking the tube for a cube, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> but that’s kinda bizarre... why not load into </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> the map that has this stuff directly? </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> This isn’t a consistently repeated manoeuvre in </font><font color="#A0AAB4">
</font><font color="#FEFEFE"><i> Portal 1</i>; it’s used once and once only. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Surely it’d make sense to test the map these come from </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> and not need to stick it into the devtest, right? </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Well... who am I to question the developers </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> for trying to keep themselves organised? </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> When you do blow up the vacuum tube </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> transporting the cubes, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> you can actually hop into the tubes yourself. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Go to the right, and there’s that </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> goddamned “YOU WIN” text again! </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Seriously, no, I gotta talk about this text </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> because it’s weird as fuck. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Source has numerous entities that can display text, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> like game_text, or point_message. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> What use was there </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> out of making this thing out of brushwork? </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> I get that it was probably a developer being bored </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> and whipping it up in a few seconds, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> but it’s still really, really weird </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> to see any form of text </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> in the physical level like this, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> especially in <i>Portal</i>. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> It has the same vibes as old custom maps </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> that would make signs out of brushes, </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> rather than models or custom textures. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Really goddamn weird. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> So, test_fling is kind of interesting. </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> You start in this very tall room, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> and you can portal up to find </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> what is a giant flinging section, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> similar to Test Chamber 18’s ending area. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Now, Test Chamber 18 didn’t actually </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> originally have that giant fling area, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> and this map seems like it </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> would have been testing the concept. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> It has a bit of an interesting layout, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> with you alternating between </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> both sides of the chamber, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> and these walls separating each </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> respective fling platform as you rise up, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> before ending with the angled </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> fling onto an ending platform. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> It practically is the same concept as Test Chamber 18’s </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> ending area, just obviously more primitive. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Not much more I can say, really; there’s some giant </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> pistons in this map holding up the platforms, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> and you can survive in the goo </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> if you keep yourself swimming to the top — </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> they didn’t extend the hurt trigger tall enough. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Now, the final map we’ll cover: </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> portal_bts_styleguide is bts_styleguide’s </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> younger and cooler cousin. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> This shows the <i>Portal</i> developers </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> clearly transitioning towards </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> the industrial Aperture style we know and love, </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> but still not quite perfect. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> We’ve got the panel setups of the walls, the catwalks, </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> the green support trusses, generators... </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Practically everything is coming together here, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> but the lighting is just that bit off, </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> and so are the texture choices. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> There’s this room of props over in the distance, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> showing what examples of what assets to use, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> much like the zoo maps covered earlier in this video. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> It’s super fascinating to see this map, </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> as it’s a transition away from the beta state </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> towards the retail one, but it’s not <i>quite</i> there yet. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> This industrial backstage area is actually </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> not the only location in this map. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> By heading through this pair of doors, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> you can find an incredibly simple office hallway. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Zero decals on the walls or anything. </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> It’s just... blank. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> The office lights seen throughout </font><font color="#A0AAB4">
</font><font color="#FEFEFE"><i> Portal 1</i> are present here too, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> but seem to be using the white </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> version of the plastic textures, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> which I’ve never seen before in this </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> context. Actually looks pretty nice! </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> There’s even a little observation room here. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> It features some retail assets </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> in the form of these chairs and this table, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> but the brush-based monitors are unique. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> In retail <i>Portal 1</i>, </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> they appear once in Test Chamber 16, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> in this observation room, and seem to be </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> left there entirely by mistake, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> as if the developers forgot it existed. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> The observation window looks out towards… </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> nothing, just a wall. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> These doors all also seem to </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> open and close in sync with each other </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> since they all share the same entity name. Pretty funny. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Anyways, I believe that’s all the time we have today! </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Thank you all for sticking around </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> to the end of this video. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> If you enjoyed it, go ahead and subscribe! </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> I talk about these kinds of topics </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> constantly on this channel, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> and I’d love to have more people who want to learn. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> If you wanna support the channel further, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> I’ve got a Discord server you can join, </font><font color="#A0AAB4">
</font><font color="#FEFEFE"> a Twitter you can follow, </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> and if you’re generous, a Patreon page! </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"> Stay safe, y’all. Thank you for watching. Peace. </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#BDBDBD"><i> [♫ Portal 2 OST: You Will Be Perfect ] </i></font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#00FFFF"> Caption enhancements by Reese Rivers </font><font color="#A0AAB4">
</font><font color="#00FFFF"> (@ReeseTheRivers) </font><font color="#A0AAB4"></font> <font color="#A0AAB4"></font><font color="#FEFEFE"><i> </i></font><font color="#A0AAB4"></font>