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Nikolai Muravyov
Nikolai Muravyov

Portal 2 For Mac Os ((BETTER))

Portal 2 is the sequel to the legendary first Portal game, developed and published by Valve. Like its predecessor, Portal 2 is a unique type of puzzle game played from a first-person perspective, where the player finds themselves in the depths of an enormous underground research facility, with their sole goal being to escape. The thing that makes this game particularly interesting and sets it apart from other first-person puzzle games is that the player needs to employ portals between two distant points in order to solve the increasingly complex puzzles. This specific mechanic is at the core of the gameplay in both Portal 1 and 2, and it sets the stage for some very creative and entertaining level designs, but that also presents the player with plenty of unexpected challenges with even more unexpected ways to overcome them.

Portal 2 For Mac Os

Portal 2 is the sequel to the critically acclaimed Portal. Portal was a relatively short game featuring physics based puzzles in which the player manipulated two different teleporting portal entrance. Portal 2 picks up where the original left off and continues to challenge players with platforming and physics-based puzzles using the same portal gun. Forum user aznguyen316 has already installed it on his 2011 15" MacBook Pro with AMD 6750 and found that it runs very well on maxed out settings. This YouTube video shows the first 10 minutes of the game running on his MacBook Pro.

A gel which, when used with portals, would allow the player to walk on the walls and ceiling of test chambers. While this may sound neat, it proved to be disorienting and cause motion sickness among playtesters. This led to it being cut from the game and eventually replaced by reflection gel in the PeTI update. The gel is purple, however it is not known whether this would be the final color. All of the Sticky Gel-related textures and particles remain in the final game. Because of this, several community map-makers have tried (with varying success) to implement it in their maps. A video of the leftovers (albeit after the effects were removed) can be found here. It was later shown by Valve with the effects working in a presentation here.

It was removed from singleplayer early on in favor of keeping the game simple by using only the Portal Gun to manipulate puzzles. It was later planned again as a multiplayer gamemode named 2guns where one player would have a paint gun, and the other a portal gun, and could swap them, before being removed again. It was then planned to be brought back in DLC2, which did not happen. The idea was revived in the standalone release of the Aperture Tag mod in 2014, which was approved by Valve themselves and is available through Steam. The paint gun seen there is not a C++ entity, though, but simply changes the Portal Gun model and uses standard Source entities to make it shoot paint.

The game has coded and modeled entities for small fragile spheres called "futbols". It comes in two versions: glass, and bomb. There are special spawner entities, with models, for both. The bomb version was reused for the redirectable bombs in the final game with a different model. Judging by the map "mp_futbol_01" these are very likely remains of the Competitive Multiplayer Portal 2, which was reworked into Co-op very early on as the matches quickly became hectic and confusing. The objective would have been to redirect a bomb of sorts into other players using portals.

Present in SteamApps\common\Portal 2\sdk_content\puzzles is devtest.p2c, a Perpetual Testing Initiative custom puzzle made by the developers to test the editor. You can play and edit it by copying the file into SteamApps\common\Portal 2\portal2\puzzles\your_steam_id. It appears as a nameless entry under Create Test Chambers. It has no image, and appears to have most items available in the editor placed in a room the same size as, and obviously based on, the blank template. Several of the items are missing connections. This was likely done because the level was only meant to test the editor rather than gameplay; these items appear to have had the same settings in the editor version this map was made in.

The folder portal2_dlc2/materials/puzzlemaker/palette contains all of the item and GUI icons, plus several extra items not used in-game. There exist icons for a crusher, a large Faith Plate, an auto-portal area titled "fixed_portal_door", and a transparent picture of a panel titled "panel_door".

In addition, if the player adds those maps to the Challenge Mode map list (Steam\SteamApps\common\Portal 2\portal2_dlc1\challenge_maplist.txt), the game makes use of those map names in the Challenge Mode menu (except the Credits map, which never appears). They are fully playable although they lack dedicated goal points. The "Level Completed" screen will come up when the player hits the level transition trigger. The Steam server correctly records the player's times and scores. The Community Data chart is also available on these maps, with the somewhat expected number of Fewest Portals records.

Portal 2 is the successor of its critically acclaimed Porta game. Whereas the first Portal game introduced the iconic portal gun, Portal 2 mastered and perfected its use by providing players with fun puzzles and new mechanics to play with. Not to forget the co-op play that brings out a whole new dimension of puzzles with two Portal guns and four portals.

The gameplay of Portal 2 is based on its predecessor Portal, where the player, with the use of portals, solves puzzles. New gameplay elements such as Mobility Gels, the Aerial Faith Plate and the Thermal Discouragement Beam were implemented as means for the player to master in order to solve puzzles.

As mentioned in The Final Hours of Portal 2, Portal 2 stemmed from F-STOP, which originally was a prequel to the first game set during Cave Johnson's era. F-STOP was not to feature portals; what remains of it in the final game is the Enrichment Shafts.

A level pack was made available for those that purchased the Razer Hydra motion controller. It consists of six normal chambers and seven advanced chambers. With the DLC installed, the portal gun gains several new abilities. The new features work in both the extra levels and the main campaign but are disabled in the co-op campaign. This pack was later released for the PlayStation 3's Move controllers, under the name "Portal 2: In Motion".

The second ability is portal surfing. This ability allows the player to move their portals after placing them. Unlike One to One, this works at any distance. Portals can be tilted to either side and moved along walls, so long as the surface in question can support a portal. This is a necessary aspect of several tests, which have portal surfaces too short for a portal to form on vertically, necessitating that it be dragged there horizontally. Dragging portals also allows the player to move themselves or objects across a room while suspended in an Excursion Funnel. Tilting a portal connected to a Hard Light Bridge allows the bridge to be turned on its side as a shield if necessary, or moved along with the player to block a turret. The spreading of Mobility Gels can also be controlled with much greater ease.

The final ability is scaling, which allows the portal gun to alter the dimensions of a special Scaling Cube. The cube can be shrunk to fit through a tight space, stretched out and flattened to serve as a bridge or even enlarged to cover multiple buttons at once. In addition, the scaling cube's mass increases or decreases in proportion to its size. This allows a sufficiently enlarged cube to smash through panes of glass an ordinary cube could not, as well as crush turrets or the player if it lands on them.

Portal 2: Peer Review was developed for Portal 2 and was released on October 4, 2011. The DLC was launched across all platforms (Steam, Xbox Live, PSN) free of charge. It continues the story of ATLAS and P-Body as they assist GLaDOS in finding a mysterious intruder in the facility, and adds a challenge mode for both singleplayer and co-op maps, allowing a player to race certain maps, trying to place the least amount of portals in the shortest amount of time, as well as compare their scores with other users.[30]

The initial tutorial levels guide the player through the general movement controls and illustrate how to interact with the environment. The player must solve puzzles using the Aperture Science Handheld Portal Device, which can create two portals connecting two distant surfaces. Outlines of placed portals are visible through walls and other obstacles for easy location.

New testing elements include Thermal Discouragement Beams, Excursion Funnels, and Hard Light Bridges, all of which can be transmitted through portals; Aerial Faith Plates launch the player or objects through the air. The Weighted Storage Cube has been redesigned, and there are new types: Discouragement Redirection Cubes, which have prismatic lenses that redirect laser beams, spherical Edgeless Safety Cubes, and Frankenturrets - cube-turret hybrids created by Wheatley after taking control of Aperture Science Enrichment Center.

Newly introduced Mobility Gels impart certain properties to surfaces or objects coated with them, themselves dispensed from pipes and transported through portals. Players can use the Propulsion Gel to cross surfaces more quickly, Repulsion Gel to bounce from a surface, and Conversion Gel to allow surfaces to accept portals. Only one type of gel can be effective on a certain surface at a time only. Some surfaces, such as grilles, cannot be coated with a gel. Cleansing Gel can block or wash away other gels, returning the surface or object to its normal state.

The game includes a two-player cooperative mode. Two players can use the same console with a split screen, or can use a separate computer or console; Microsoft Windows, macOS, and PlayStation 3 users can play with each other regardless of platform; a patch provided in late 2012 added split-screen support for Windows and macOS users under "Big Picture" mode. Both player-characters are robots that control separate portal guns and can use the other character's portals. Each player's portals are of a different color scheme, whereof one is blue and purple and the other is orange and red. A calibration chamber separates the characters to teach the players to use the communication tools and portals. Most later chambers are less structured and require players to use both sets of portals for laser or funnel redirection, launches, and other maneuvers. The game provides voice communication between players, and online players can temporarily enter a split-screen view to help coordinate actions. Players can use the ping tool to draw the other player's attention to walls or objects, start countdown timers for synchronized actions, and perform joint gestures such as waving or hugging. The game tracks which chambers each player has completed and allows players to replay chambers they have completed with new partners. 350c69d7ab


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