Portal's Weird Beta Maps

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
<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>
Info
Channel: Ossy Flawol
Views: 196,806
Rating: undefined out of 5
Keywords: portal, portal beta, portal turret, portal cube, portal 2, valve software, valve beta
Id: h7I58q7kw0A
Channel Id: undefined
Length: 17min 57sec (1077 seconds)
Published: Sat Oct 15 2022
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.