Contenido desechado

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Hola, soy Mel.
Hola, soy Mel.
«
Think about it: If that thing is important, why don't I know about it?
GLaDOS sobre el contenido desechado.
»

Al igual que muchos otros videojuegos, la saga Portal tiene gran cantidad de contenido desechado que se valoró durante la fase de desarrollo, pero por diversos motivos al final no llegó a término. A continuación se recoge una lista de personajes y demás mecánicas que no tuvieron la suerte de integrarse en el juego.

Portal

Véase también: Portal

Mecánicas

Nombre Notas
Triturador Los trituradores se vieron en un tráiler de Portal, pero no se incluyeron en el juego. Es un panel con púas que desciende lentamente hasta que aplasta al jugador. Se recuperó para algún nivel de bonificación de Portal: Still Alive y apareció posteriormente en Portal 2.
Torreta ambulante La torreta ambulante, también llamada torrenta móvil, es una variante de la torreta normal de Portal. Esta torreta era capaz de perseguir al jugador, incluso a través de portales, y disparar igual que las torretas normales.

Armas

Nombre Notas
Diseños alternativos de la Pistola de Portales Las primeras versiones de Portal eran distintas a la versión final. Una era prácticamente una pistola, que después fue tomando formas más futuristas, recordando a la Pistola de Gravedad de Half-Life 2.

Galería

Portal: Still Alive

Portal: Still Alive tiene el mismo contenido desechado que el juego normal, excepto los trituradores, que aparecen en cámaras de bonificación. Sin embargo, Portal: Still Alive tiene contenido desechado propio.[1]

Nombre Notas
Cámara de bonificación 15 Portal: Still Alive tiene 14 cámaras de pruebas. Sin embargo, parece que se planeó una quinceava, ya que existe su icono en los archivos del juego, apareciendo en Portal: The Flash Version MapPack.

Sin embargo esta cámara no existe ni está presente en ningún filtrado de documentos.

Cubo de calavera En Portal: Still Alive, los botones conectados a dispensadores de cubos son distintos, con una luz roja en el lateral y una calavera en la parte superior. Existe un cubo de compañía que lleva esa calavera, pero no se llegó a usar.

Galería

Portal 2

Véase también: Portal 2

Personajes

  • Betty:Un pequeño robot que, antes de probarse, would absolve Aperture Science of liabilities.
  • Mel: Uno de los dos sujetos de pruebas humanos jugables durante el desarrollo de la campaña cooperativa.

Mecánicas

Nombre Notas
Adhesion Gel Esta mecánica was mentioned to allow players to stick to wherever the gel was placed. It was cut from the game when play-testers complained of motion sickness.
Androide En la carpeta «scripts» de Portal 2, hay un archivo llamado «npc_sounds_android». The file references sounds that were not shipped with the game, nor does attempting to spawn the npc yield any results. May be a reference to the "Android Hell" GLaDOS has mentioned.
Pollo Not much is revealed of the chicken, but concept arts released revealed that a giant chicken may have been a boss for either the prequel to Portal or early stages of Portal 2. Minor evidence of the chicken's leftover files are in the "scripts" folder of Portal 2's directory files.
F-Stop Esta mecánica was originally intended to be the primary handheld testing element for a prequel to Portal. The developers very much praised the concept but after the prequel itself received negative feedback from playtesters as they were expecting a sequel with the Portal Gun, the F-Stop project was canceled and it was decided to keep la mecánica disclosed to reserve for another potential game. In 2020, it was revealed to be a camera which could store photographed objects and place them, possibly rescaled.[cita requerida]
Torreta flotante The Hover Turret may have been intended for Portal 2, and its primary attack is a blue laser beam that brings a similar injury effect as the Thermal Discouragement Beam. No concept arts have been pinpointed to this turret variant, but a screenshot from the The Final Hours of Portal 2 reveals a group of personality cores on a ceiling railing that appear to be "hovering" versions of the Rocket Turret. Further tie in to this can be found in unused textures for the Pneumatic Diversity Vent's passive monitoring screens, showing a personality core with rockets inside to be dubbed as the Hover Turret. It can be spawned in-game, albeit without a proper model and AI.

Spawn code: ent_create npc_hover_turret

Mannequins The mannequins were used as a testing element for the F-Stop, similar as to how the Turrets were for the Portal Gun. According to the The Final Hours of Portal 2, the mannequins appear to be sentient robots that would later rise against Aperture Science in the prequel to Portal. Along with the prequel and F-Stop mechanic, the dummies were ultimately cut. A deactivated male crash dummy was kept in the release of Portal 2, used as a target for the Turrets' firing range.
Paint Fizzler Paint Fizzlers are an unused fizzler variant which destroys gel instead of portals. Any gel will splatter on contact with the field, and cubes will be cleaned on contact. It does not affect the player. The particle left in the game (paint_cleanser) appears as a red version of the Portal 1 fizzler field. The entity is used in some maps to prevent players from placing gel on certain surfaces to cheat puzzles.
Pneumatic Diversity Vent This type of mechanic was first introduced in a demo of the same name, displaying its abilities to pull objects at a high force. This mechanic is kept as a traveling system around the tube networks. Valve decided this element was not versatile enough to be included in any maps, but it is still fully functional.
Reflection Gel The Reflection Gel replaced the Adhesion Gel in the Authoring Tools after Portal 2 received the Peer Review update. It was to act similarly to the Discouragement Redirection Cube, in that it could reflect Thermal Discouragement Beams. It remains unused for unknown reasons.
Self-Esteem Field Self-Esteem Field was supposed to slow you down. Effect of Self-Esteem Field is pre-set to last 5.5 seconds upon activation; during this period, time for the player is slowed down fivefold by default while the field of view is decreased, a color overlay is displayed, and a set of sound effects is played. [2]
Rocket Turret An enemy featured in Portal, the Rocket Turret was apparently to make a reappearance in Portal 2, as evidenced by files found the "scripts" folder of Portal 2's directory files. It can be spawned in-game, albeit without a proper model, missing sounds and somewhat broken AI.

Spawn code: ent_create npc_rocket_turret

Zombi En la carpeta «scripts» de Portal 2, hay un archivo llamado «npc_sounds_zombie_aperture». The file references sounds that were not shipped with the game, nor does attempting to spawn the npc yield any results.

Modos de juego

Nombre Notas
Spite Your Neighbor Described by Valve writer Erik Wolpaw as "speedball meets Portal"[3], Spite Your Neighbor was going to be a competitive gamemode involving moving a ball from one side of a stage to the other using portals. Other players could use portals as well and "it quickly just devolves into pure chaos", says Wolpaw.
Fútbol The "futbol" was a gameplay mechanic that explodes on contact and is the original multiplayer gamemode for Portal 2; which was to carry the device around with portals and to frag other players by dropping these into their presence. The "futbols" also appear to have a dispenser model found in the game's files. The texturing of the "futbols" and its dispensers are similar to the texturing styles of Portal, indicating that this gamemode was cut very early in Portal 2's development. In the game's release, the "futbol" codes have been reused to create the Bombs in the single-player finale.

Armas

Nombre Notas
Pistola de Pintura Una versión primitiva de Portal 2 conservaba la Pistola de Pintura del proyecto universitario Tag: The Power of Paint y funcionaba de forma similar a la capacidad de disparar geles o pintura para resolver puzles. La Pistola de Pintura se eliminó de Portal 2, pero se recuperó en la modificación Aperture Tag: The Paint Gun Testing Initiative, donde se usa como mecánica principal.

Galería

Vídeos

Portal 2: Early Animation Tests de Vee K.:

Curiosidades

  • Antes del parche del 3 de marzo de 2010 de Portal, el bot escolta se consideraba material desechado; pero se añadió para realizar su objetivo principal, recoger a Chell cuando huye de la dolorosa muerte que GLaDOS le tiene preparada.
  • Las primeras animaciones de Portal 2 revelan que algunas animaciones se desecharon del juego debido a posibles propiedades espeluznantes.

Referencias

  1. Historia de Portal: Still Alive
  2. Portal 2 game files, scripts\vscripts\portal_slowfield\slowfield.nut
  3. http://www.tomshardware.com/news/Portal-2-PC-Game-Multiplayer-Steam,11179.html Why Valve Nuked Portal 2's VS. Multiplayer Mode