It's true that in the absence of ambient pressure your blood and other bodily fluids would boil, in the sense that they would turn to vapor. But that's not as drastic as it sounds. Your soft tissues would swell markedly, but they'd return to normal if you were recompressed within a short time.
It's conceivable your lungs might rupture, since in a vacuum the air in them would greatly expand. But experience suggests this is rare even if decompression is extremely rapid. The chances are much greater if your windpipe is closed, making it impossible for the expanding air to escape.
Death would not be instantaneous. It's believed you'd have 10-15 seconds of "useful consciousness" and it'd be several minutes before you'd die. If you were rescued within that time there's a decent chance you'd survive. Research with chimps and monkeys suggests that if you were exposed to a virtual vacuum for less than 90-120 seconds you might not suffer any permanent damage.
Gosh tofu, be less wrong please.
LittleBoots on
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
Honestly I think the new Jonathon Coulton song is just something that had to be done for sake of tradition. It surprised nobody and it will not be a cult thing like Still Alive.
I was listening to some Portal 1 commentary and Ellen Mclain (GLaDOS) was talking about recording Still Alive and mentioned she was an operatic singer, which pretty neatly explains the new Turret Opera. I ended up enjoying the Opera even more than the new Coulton song honestly.
Still Alive is definitely the better song, but "Under the circumstances/I've been shockingly nice" is such a good line
Green on
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AthenorBattle Hardened OptimistThe Skies of HiigaraRegistered Userregular
edited April 2011
Re: The Ending
I believe Rattman set up the turrets, and I think he did it long ago. Maybe not while he was mortally wounded, but after he had recovered some, or something. After all, the only exit was in Glados's room, in that elevator (the one with the breakers in it). You know you are going up, and Rattman would've known you would come through there as well.
Yeah.. he probably set it up between Portal 1 and 2.
That wasn't GLaDOS. At least possibly not. I'm guessing you didn't find the room with them 'practicing' eary on in the game.
It is after you activate GLaDOS, bot not long after. There's a Ratman den in the room where you first destroy a lot of turrets with the Thermal Discouragement Beam. I can't remember the test chamber number, but there's glass and turrets and a Weighted Pivot Cube used to burn them and explode them. There's a button that needs to be depressed to turn on the laser.
How to get there:
As you walk into the test chamber, there's a turret behind a grate, seemingly out of place. You walk/run past him and he'll notice you (you can see his little beam shooting out) and it can be completely ignored for the rest of the test chamber. Don't. Use the discouragement beam to burn him and he will catch fire and explode like the other turrets, blowing the grate off of the wall. Crouch down and enter and it's a Ratman den. As you're entering, there's a big grate on the floor where you can see a series of turrets all practicing their 'opera'. The Fat Lady turret is down there too.
This, coupled with the turret that you can save on the turret reclamation ride, and all the defective turrets, implies there may be some funny stuff going on with the turret AI programming. They have had a looong time to sit and think. After all.
edit: Athenor, like-minded crazed test subjects think alike! I, too, think it had to do with Ratman. Given that he did work with AI and all that.
Vacuums don't work like that. Your body is a closed atmospheric system that prevents your fluids from boiling. As long as you dont try to hold your breath you should be ok for about a minute. You'd probably pass out after 15-30 seconds though. The one thing I did take issue with is I'm pretty sure the decompression wouldn't happen nearly that quickly through a hole that small. 1 atmosphere difference is not a whole lot if I remember my physics right. But again, video games.
Ok with PSN being down, will that effect my achievements, or will it sync back up with steam next time I connect
It's highly likely that you won't get Steam achievements when playing on your PS3, even if you get the matching trophy.
On the other hand, someone on these forums reported playing Steam in offline mode (on a PC, of course) and earning some achievements the other day, and when Steam went back online it did sync up for him, which didn't used to happen.
Vacuums don't work like that. Your body is a closed atmospheric system that prevents your fluids from boiling. As long as you dont try to hold your breath you should be ok for about a minute. You'd probably pass out after 15-30 seconds though. The one thing I did take issue with is I'm pretty sure the decompression wouldn't happen nearly that quickly through a hole that small. 1 atmosphere difference is not a whole lot if I remember my physics right. But again, video games.
Relatively speaking it is a fairly large hole. Go watch BSG sometime for a show that got the physics of that kind of event right.
Also, huh.. I wonder if they took out the vacuum tube puzzles to make the ending have more weight?
I was more referring to its size relative to the earth. Most representations of that kind of decompression come from relatively small ships with limited atmosphere, so a proportionally larger amount of air can try to escape at once. This is literally trying to suck out all of the atmosphere of the planet.
That wasn't GLaDOS. At least possibly not. I'm guessing you didn't find the room with them 'practicing' eary on in the game.
It is after you activate GLaDOS, bot not long after. There's a Ratman den in the room where you first destroy a lot of turrets with the Thermal Discouragement Beam. I can't remember the test chamber number, but there's glass and turrets and a Weighted Pivot Cube used to burn them and explode them. There's a button that needs to be depressed to turn on the laser.
How to get there:
As you walk into the test chamber, there's a turret behind a grate, seemingly out of place. You walk/run past him and he'll notice you (you can see his little beam shooting out) and it can be completely ignored for the rest of the test chamber. Don't. Use the discouragement beam to burn him and he will catch fire and explode like the other turrets, blowing the grate off of the wall. Crouch down and enter and it's a Ratman den. As you're entering, there's a big grate on the floor where you can see a series of turrets all practicing their 'opera'. The Fat Lady turret is down there too.
This, coupled with the turret that you can save on the turret reclamation ride, and all the defective turrets, implies there may be some funny stuff going on with the turret AI programming. They have had a looong time to sit and think. After all.
edit: Athenor, like-minded crazed test subjects think alike!
Some of his other dens support this too. In one of the Hard Light Bridge chambers, you can find a circular room in a fan shaft that has a model of the opera made out of coffee cups. The painting from this page of the comic is behind it.
Someone here compared the turret opera to angels singing to Chell as she rose up out of hell.
That wasn't GLaDOS. At least possibly not. I'm guessing you didn't find the room with them 'practicing' eary on in the game.
It is after you activate GLaDOS, bot not long after. There's a Ratman den in the room where you first destroy a lot of turrets with the Thermal Discouragement Beam. I can't remember the test chamber number, but there's glass and turrets and a Weighted Pivot Cube used to burn them and explode them. There's a button that needs to be depressed to turn on the laser.
How to get there:
As you walk into the test chamber, there's a turret behind a grate, seemingly out of place. You walk/run past him and he'll notice you (you can see his little beam shooting out) and it can be completely ignored for the rest of the test chamber. Don't. Use the discouragement beam to burn him and he will catch fire and explode like the other turrets, blowing the grate off of the wall. Crouch down and enter and it's a Ratman den. As you're entering, there's a big grate on the floor where you can see a series of turrets all practicing their 'opera'. The Fat Lady turret is down there too.
This, coupled with the turret that you can save on the turret reclamation ride, and all the defective turrets, implies there may be some funny stuff going on with the turret AI programming. They have had a looong time to sit and think. After all.
edit: Athenor, like-minded crazed test subjects think alike!
Some of his other dens support this too. In one of the Hard Light Bridge chambers, you can find a circular room in a fan shaft that has a model of the opera made out of coffee cups. The painting from this page of the comic is behind it.
Someone here compared the turret opera to angels singing to Chell as she rose up out of hell.
I know I made that analogy, so that may have been me... and now I wonder if I actually missed this room. I'll say this. The puzzles seemed easier in P2, but the Ratman dens are much more well hidden. I like the 'bell' shaped curve in the picture. I need to go do a second, slower play-through soon.
Vicktor on
Origin: Viycktor
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AthenorBattle Hardened OptimistThe Skies of HiigaraRegistered Userregular
edited April 2011
Anyone else find the lighting in the game really eerie? I mean... I don't know if this qualifies as spoilers or not, perhaps endgame ones, but..
All the light in the salt mines.. ALL OF IT.. is artificial. It looks like sunlight throughout most of the game, especially early when the place is a wreck. But no. No part of the salt mines was ever exposed to the sunlight,
But part of Wheatley's chamber near the absolute end was within spitting distance of the surface and saw moonlight,
So.. yeah. The plants, the animals, all of them lived in the underground ecosystem, powered by a nuke plant.
Anyone else find the lighting in the game really eerie? I mean... I don't know if this qualifies as spoilers or not, perhaps endgame ones, but..
All the light in the salt mines.. ALL OF IT.. is artificial. It looks like sunlight throughout most of the game, especially early when the place is a wreck. But no. No part of the salt mines was ever exposed to the sunlight,
But part of Wheatley's chamber near the absolute end was within spitting distance of the surface and saw moonlight,
So.. yeah. The plants, the animals, all of them lived in the underground ecosystem, powered by a nuke plant.
GLaDOS explains early on that they keep the lighting as close to sunlight as possible and pump adrenaline? (think that's what she said) into the air. I order to keep the test subjects awake and distort there sense of the passage of time. Something to that affect.
LittleBoots on
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
Actually, they don't normally have a long time to sit and think. The developer commentary has a track that explains they developed an entire life cycle for them.
1. Machining of parts
2. Assembly
3. Testing and/or boxing
4. Unboxing
5. Disassembly
6. Recycling
So basically, any turrets not stolen by Ratman or in use in test chambers are constantly created and destroyed in a never-ending cycle. With the exception of the packaging apparently. The developer stated they envisioned a giant pile of discarded boxes somewhere underground.
Seems to support the Ratman creating the choir theory, but it's another thing we'll never know for sure.
Regarding the size of the Enrichment Center:
We know there are at least 9 shafts in the mine, the base of which is roughly 2 and half miles down. Not to mention, the upper layers are most likely all connected now, and highly reconfigurable, so you could switch between the same two rooms a lot, one reconfiguring into another test chamber when you aren't in it. There's tons of space down there.
MuddBudd on
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
Anyone else find the lighting in the game really eerie? I mean... I don't know if this qualifies as spoilers or not, perhaps endgame ones, but..
All the light in the salt mines.. ALL OF IT.. is artificial. It looks like sunlight throughout most of the game, especially early when the place is a wreck. But no. No part of the salt mines was ever exposed to the sunlight,
But part of Wheatley's chamber near the absolute end was within spitting distance of the surface and saw moonlight,
So.. yeah. The plants, the animals, all of them lived in the underground ecosystem, powered by a nuke plant.
'Real' sunlight was used to power the light bridges. So some is harvested! Allegedly. But yeah.
Wheatley's chamber was probably similarly located to GLaDOS's chamber (I mean, it's the same chamber right? I know they can move... but.). And when destroying GLaDOS at the end of Portal, we were all sucked up to the surface. It was far, but not necessarily THAT far up. Meaning the 'control' chamber, even if moved, was probably centrally located and towards the top of the facility. We always are made to go 'up' before reaching the 'GLaDOS' chamber, which is why I get that impression.
Ancillary note, when you first get to the last funnel that you take to get to Wheatley's 'lair' you see some bombs in the funnel that are sent there from the pipes over the funnel. I *just* realized that we rode the funnel that he set up to deliver the bombs he used in the end; at the end of that funnel is a small hole that the bombs fit through, but Chell can't. So many great details.
That wasn't GLaDOS. At least possibly not. I'm guessing you didn't find the room with them 'practicing' eary on in the game.
It is after you activate GLaDOS, bot not long after. There's a Ratman den in the room where you first destroy a lot of turrets with the Thermal Discouragement Beam. I can't remember the test chamber number, but there's glass and turrets and a Weighted Pivot Cube used to burn them and explode them. There's a button that needs to be depressed to turn on the laser.
How to get there:
As you walk into the test chamber, there's a turret behind a grate, seemingly out of place. You walk/run past him and he'll notice you (you can see his little beam shooting out) and it can be completely ignored for the rest of the test chamber. Don't. Use the discouragement beam to burn him and he will catch fire and explode like the other turrets, blowing the grate off of the wall. Crouch down and enter and it's a Ratman den. As you're entering, there's a big grate on the floor where you can see a series of turrets all practicing their 'opera'. The Fat Lady turret is down there too.
This, coupled with the turret that you can save on the turret reclamation ride, and all the defective turrets, implies there may be some funny stuff going on with the turret AI programming. They have had a looong time to sit and think. After all.
edit: Athenor, like-minded crazed test subjects think alike!
Some of his other dens support this too. In one of the Hard Light Bridge chambers, you can find a circular room in a fan shaft that has a model of the opera made out of coffee cups. The painting from this page of the comic is behind it.
Someone here compared the turret opera to angels singing to Chell as she rose up out of hell.
I know I made that analogy, so that may have been me... and now I wonder if I actually missed this room. I'll say this. The puzzles seemed easier in P2, but the Ratman dens are much more well hidden. I like the 'bell' shaped curve in the picture. I need to go do a second, slower play-through soon.
Spoiler from the comic concerning the den in question:
I liked the puzzles, but the 'story' was awfull. For some reason GlaDos rants got old real fast. It's almost as if someone else wrote the dialogue for this. The delivery seemed a bit off. The single player was great, with a neat little story and some great really funny dialogue and delivery, nice puzzles and some epic scenes.
The co-op realy feels like just some (well thought out) challenge chambers but with two players. The co-op story feels really tacked on.
Still a great game though.
Single player: 9
Co-op: 7,5
Alphagaia on
Wanna try my Mario Maker levels?
Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09 P-POWER Switch Palace 3838-0000-0122-9359 Raiding the Serpents Tomb 1A04-0000-0098-C11E I like to move it, move it FCE2-0000-00D7-9048
Handsome CostanzaAsk me about 8bitdoRIP Iwata-sanRegistered Userregular
edited April 2011
The only thing I don't like about the lighting is, shouldn't the portal guns bullet (portal? laser? whatever it is) leave a blue or orange shade on things as it flies by them? It's kind of wierd to see super advanced lighting on stuff but then that happens.
Vacuums don't work like that. Your body is a closed atmospheric system that prevents your fluids from boiling. As long as you dont try to hold your breath you should be ok for about a minute. You'd probably pass out after 15-30 seconds though. The one thing I did take issue with is I'm pretty sure the decompression wouldn't happen nearly that quickly through a hole that small. 1 atmosphere difference is not a whole lot if I remember my physics right. But again, video games.
That's seriously the most minor nitpick I've heard in regards to this game. The better the game, the harder people dig to find faults I suppose.
Hank_Scorpio on
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INeedNoSaltwith blood on my teethRegistered Userregular
edited April 2011
The...
The story was awful?
Please look away while I vomit all over this person.
The only thing I don't like about the lighting is, shouldn't the portal guns bullet (portal? laser? whatever it is) leave a blue or orange shade on things as it flies by them? It's kind of wierd to see super advanced lighting on stuff but then that happens.
That's not blue and orange light.
It's dye.
MuddBudd on
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
This game was actually really easy. Occasionally I had to stare at a portal a few times, but... for the most part there were often more portable surfaces than a really clever person needed...
This comes off as patronizing to people who had a difficult time with the game.
So does anyone know where in the game The National's song shows up? I missed it.
The first Ratman den. In chapter 2 I believe.
It's the chamber where you have two lasers, and use the portal and a redirection cube to hit two different laser receptacles. You have to put the cube on some raised panels.
MuddBudd on
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
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Zxerolfor the smaller pieces, my shovel wouldn't doso i took off my boot and used my shoeRegistered Userregular
edited April 2011
I feel safe in saying that Portal 2 is a tougher, more complex game than Portal 1.
I think a lot of people forgot how straightforward Portal 1 generally was, especially if you've played it through many times already and already quite familiar about how the basic mechanics work going into Portal 2.
This game was actually really easy. Occasionally I had to stare at a portal a few times, but... for the most part there were often more portable surfaces than a really clever person needed...
This comes off as patronizing to people who had a difficult time with the game.
Honestly, I think less portalable surfaces would make it EASIER to figure things out.
I mean, if there are only two valid portal locations in a room, then that takes all the solving out of the puzzle.
MuddBudd on
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
I'd say the difficulty was about the same overall, whether it's hard or not depends on how good you are at spotting specific things. I got stuck pretty bad on the part where (late-game puzzle)
you have to climb upwards through that really tall chamber using stuff like high-level momentum jumps and whatnot, with the finale being that large shaft thing where you have to spray portal gel all over the interior of the shaft by launching it off a surface behind a grill
because I tend to suck at spotting little things like that.
I feel safe in saying that Portal 2 is a tougher, more complex game than Portal 1.
I think a lot of people forgot how straightforward Portal 1 generally was, especially if you've played it through many times already and already quite familiar about how the basic mechanics work going into Portal 2.
There were quite a few chambers in Portal 1 that gave me a much harder time than anything in Portal 2. That's also completely ignoring Portal 1's advanced chambers, which is a concept that I hope will show up as DLC at some point.
This game was actually really easy. Occasionally I had to stare at a portal a few times, but... for the most part there were often more portable surfaces than a really clever person needed...
This comes off as patronizing to people who had a difficult time with the game.
Honestly, I think less portalable surfaces would make it EASIER to figure things out.
I mean, if there are only two valid portal locations in a room, then that takes all the solving out of the puzzle.
The co-op campaign wasn't really story driven the way the single-player was. The co-op can be done in almost an infinite variety of orders depending on who you do it with, which makes any type of storytelling difficult.
I feel safe in saying that Portal 2 is a tougher, more complex game than Portal 1.
I think a lot of people forgot how straightforward Portal 1 generally was, especially if you've played it through many times already and already quite familiar about how the basic mechanics work going into Portal 2.
There were quite a few chambers in Portal 1 that gave me a much harder time than anything in Portal 2. That's also completely ignoring Portal 1's advanced chambers, which is a concept that I hope will show up as DLC at some point.
Yeah, I actually miss the advanced challenge maps. Mostly because, after going through the SP and coop, I have no more science to do. And that makes me sad.
edit: but again, you've practiced through the entire Portal campaign and its challenge maps, so you've already well-versed in thinking with portals. So, naturally, Portal 2 is going to seem like an easier experience. I'm thinking anyone who's starting with P2 will feel just as lost as when we played the first game all those years ago, especially with all the different mechanics the second game has.
Zxerol on
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HardtargetThere Are Four LightsVancouverRegistered Userregular
edited April 2011
bahahahahahaha
What Does a Neckbearded Scientist Know About Fashion?
oh man Glados is so great
Hardtarget on
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Handsome CostanzaAsk me about 8bitdoRIP Iwata-sanRegistered Userregular
The only thing I don't like about the lighting is, shouldn't the portal guns bullet (portal? laser? whatever it is) leave a blue or orange shade on things as it flies by them? It's kind of wierd to see super advanced lighting on stuff but then that happens.
The idea that the portal fires liquid is pretty great
I don't think it works though, unless it's some crazy super speed zero mass liquid
Which is possible
I dunno about the portal itself.
I just meant the edges. They're dye. The schematic in the long-fall boots promo show dye reservoirs (among other things)
Yeah I wouldn't really trust that video... it also lists 'Minature Surplus German Stick Grenade(2)' as one of the parts. :P
Aioua on
life's a game that you're bound to lose / like using a hammer to pound in screws
fuck up once and you break your thumb / if you're happy at all then you're god damn dumb
that's right we're on a fucked up cruise / God is dead but at least we have booze
bad things happen, no one knows why / the sun burns out and everyone dies
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Zxerolfor the smaller pieces, my shovel wouldn't doso i took off my boot and used my shoeRegistered Userregular
edited April 2011
I don't want to live a world where my portal gun doesn't have miniature potato mashers built-in.
Posts
Gosh tofu, be less wrong please.
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
Yeah.. he probably set it up between Portal 1 and 2.
How to get there:
edit: Athenor, like-minded crazed test subjects think alike! I, too, think it had to do with Ratman. Given that he did work with AI and all that.
Origin: Viycktor
It's highly likely that you won't get Steam achievements when playing on your PS3, even if you get the matching trophy.
On the other hand, someone on these forums reported playing Steam in offline mode (on a PC, of course) and earning some achievements the other day, and when Steam went back online it did sync up for him, which didn't used to happen.
My Backloggery
Also, huh.. I wonder if they took out the vacuum tube puzzles to make the ending have more weight?
I ... don't think that's accurate at all.
ugh, so beat
This is basically my feelings on it.
Also, unrelated, but even if Smash TV wasn't an achievement, it would be worth it to hear Wheatley's comments each time.
Someone here compared the turret opera to angels singing to Chell as she rose up out of hell.
Origin: Viycktor
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
1. Machining of parts
2. Assembly
3. Testing and/or boxing
4. Unboxing
5. Disassembly
6. Recycling
So basically, any turrets not stolen by Ratman or in use in test chambers are constantly created and destroyed in a never-ending cycle. With the exception of the packaging apparently. The developer stated they envisioned a giant pile of discarded boxes somewhere underground.
Seems to support the Ratman creating the choir theory, but it's another thing we'll never know for sure.
Regarding the size of the Enrichment Center:
The harder the rain, honey, the sweeter the sun.
Wheatley's chamber was probably similarly located to GLaDOS's chamber (I mean, it's the same chamber right? I know they can move... but.). And when destroying GLaDOS at the end of Portal, we were all sucked up to the surface. It was far, but not necessarily THAT far up. Meaning the 'control' chamber, even if moved, was probably centrally located and towards the top of the facility. We always are made to go 'up' before reaching the 'GLaDOS' chamber, which is why I get that impression.
Ancillary note, when you first get to the last funnel that you take to get to Wheatley's 'lair' you see some bombs in the funnel that are sent there from the pipes over the funnel. I *just* realized that we rode the funnel that he set up to deliver the bombs he used in the end; at the end of that funnel is a small hole that the bombs fit through, but Chell can't. So many great details.
Origin: Viycktor
Spoiler from the comic concerning the den in question:
It actually is a bell curve. I chopped the top off on my screenshot, but he copied the tenacity distribution chart from her files onto the wall.
I liked the puzzles, but the 'story' was awfull. For some reason GlaDos rants got old real fast. It's almost as if someone else wrote the dialogue for this. The delivery seemed a bit off. The single player was great, with a neat little story and some great really funny dialogue and delivery, nice puzzles and some epic scenes.
The co-op realy feels like just some (well thought out) challenge chambers but with two players. The co-op story feels really tacked on.
Still a great game though.
Single player: 9
Co-op: 7,5
Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09
P-POWER Switch Palace 3838-0000-0122-9359
Raiding the Serpents Tomb 1A04-0000-0098-C11E
I like to move it, move it FCE2-0000-00D7-9048
See my profile here!
Resident 8bitdo expert.
Resident hybrid/flap cover expert.
That's seriously the most minor nitpick I've heard in regards to this game. The better the game, the harder people dig to find faults I suppose.
The story was awful?
Please look away while I vomit all over this person.
That's not blue and orange light.
It's dye.
The harder the rain, honey, the sweeter the sun.
Gamertag: PM me
This comes off as patronizing to people who had a difficult time with the game.
The first Ratman den. In chapter 2 I believe.
The harder the rain, honey, the sweeter the sun.
I think a lot of people forgot how straightforward Portal 1 generally was, especially if you've played it through many times already and already quite familiar about how the basic mechanics work going into Portal 2.
I think he was talking specifically about the co-op campaign
Honestly, I think less portalable surfaces would make it EASIER to figure things out.
I mean, if there are only two valid portal locations in a room, then that takes all the solving out of the puzzle.
The harder the rain, honey, the sweeter the sun.
There were quite a few chambers in Portal 1 that gave me a much harder time than anything in Portal 2. That's also completely ignoring Portal 1's advanced chambers, which is a concept that I hope will show up as DLC at some point.
Yeah, exactly.
I don't think it works though, unless it's some crazy super speed zero mass liquid
Which is possible
Yeah, I actually miss the advanced challenge maps. Mostly because, after going through the SP and coop, I have no more science to do. And that makes me sad.
edit: but again, you've practiced through the entire Portal campaign and its challenge maps, so you've already well-versed in thinking with portals. So, naturally, Portal 2 is going to seem like an easier experience. I'm thinking anyone who's starting with P2 will feel just as lost as when we played the first game all those years ago, especially with all the different mechanics the second game has.
What Does a Neckbearded Scientist Know About Fashion?
oh man Glados is so great
Orly?
Resident 8bitdo expert.
Resident hybrid/flap cover expert.
I dunno about the portal itself.
I just meant the edges. They're dye. The schematic in the long-fall boots promo show dye reservoirs (among other things)
The harder the rain, honey, the sweeter the sun.
Yeah I wouldn't really trust that video... it also lists 'Minature Surplus German Stick Grenade(2)' as one of the parts. :P
fuck up once and you break your thumb / if you're happy at all then you're god damn dumb
that's right we're on a fucked up cruise / God is dead but at least we have booze
bad things happen, no one knows why / the sun burns out and everyone dies