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Portal: Skyline - A Mod for Portal

Shoot upward to the Aperture Air Testing Facility

UPDATE 1.0.1 - Fixes missing material and dodgy reset button Portal: Skyline. A single-map (sort of) modification for the original Portal set in the Aperture Air Testing Facility. Described as "Portal meets Bioshock Infinite" by people who've seen it during development, this is a series of test chambers teaching the player in the use of the Aperture Energy Storage Cube and clever re-use of portals to gain momentum in small spaces. Contains custom textures, particles, sounds, soundscapes, dialogue, and control features (such as a Portal 2 style zoom feature!). Some chamber layouts are taken from the unreleased and upcoming Portal: Outside Influence. This is the closest you'll ever get to a demo for it (even if the plot has nothing to do with OI). (If you need to judge a specific map, SKYLINE.BSP is the one with all the content in. The others are a background and a credits map, so nothing particularly special.)
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  • jack5gamebanana avatar
    jack5gamebanana username pic Joined 7y ago
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    3y
    I'm still amazed by this Portal mapset to this day. Truly a testament for the true potential of Source engine mapping.
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    Mantra
    I am become GameBanana
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    5y
    Great map!
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    Mantra
    DmN means DiaMoNd
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    LATTEH username pic Joined 12y ago
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    7y
    Portal:Skyline is a Fun mod with a completely Different Approach to a Portal levels. Still set in the confines of a Aperture corporation Facility, This mod is set in the Air. The over all look is convincing but feels like it could use a bit more detail in the aesthetic area. On the Gameplay side It has some interesting puzzles, but some could use some more clues to the player on how to complete. Level 2 with the air pads I simply could not fling my self from them to reach the balcony. To add more frustration, you couldn't go back to the beginning to Restart over. I kept having to fall off and die to restart. I got so fed up that i no-cliped to the balcony. Level 3 (was it Level 3? i don't remember you had the energy balls and the turrets) Overall an interesting puzzle, but with the slanted fling pads i couldn't tell which was which. Its not something serious it just made it more difficult for me to complete. But to Complete this level was extremely difficult(well for me so i wont take a point off for this). The rest of the Levels felt perfect for the over all difficulty and feel of the Mod. The ending was decent but the use of the combine airship felt unneeded. In short: Skyline is an excellent mod with a very interesting take on portal puzzles with a High level of difficulty. Pros: ================== - Great look over all. - Completely different from Portal mods. Cons ================== - Some levels didn't have a clear intention Improvments ================== - Make it more clear to the player on what todo Notes ================== - spAM_Can Did an excellent Job i will follow his future releases.
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    Mantra
    DONT SPILL MY LATTE!
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    7y
    Awesome !
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    Captain Freeman Joined 10y ago
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    7y
    i really liked this i would suggest to you to make more puzzles in this and make it into a longer mod cuz man was it was good
    Thanks I hate it
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    7y
    > **Posted by Strelok** > > **Posted by SpAM_CAN** > > > > **Posted by Strelok** > > > > > that is pretty awesome, however, when I ran it as a mod on steam, it forced dx8 level for some reason, and you need to fix the skybox, it´s beatiful, but looks square on the edges, you can even see some divisions. > > > > The DXLevel thing is nothing to do with me (it happens with stock Source games sometimes!), but the skybox is something I just didn't have time to do anything about. The original skybox wasn't completely seamless, and the editing I did to it wasn't quite right either, but since I don't know of any fast way to do skybox editing like this, I decided to leave it rather than spend hours and hours on it in Photoshop figuring out the perspective. > > > > > > I'll see if I can figure out a way to get the glow effect a bit more seamlessly for when I do the Portal 2 release of this (and naturally I'd update this version with the better skybox textures). > > actually, just looked at the original stormydays, and it´s seamless I didn't modify anything below the horizon, so if any seams are in the texture below there that is due to the original texture. I didn't touch that area at all.
    Bananite
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    7y
    > **Posted by SpAM_CAN** > > **Posted by Strelok** > > > that is pretty awesome, however, when I ran it as a mod on steam, it forced dx8 level for some reason, and you need to fix the skybox, it´s beatiful, but looks square on the edges, you can even see some divisions. > > The DXLevel thing is nothing to do with me (it happens with stock Source games sometimes!), but the skybox is something I just didn't have time to do anything about. The original skybox wasn't completely seamless, and the editing I did to it wasn't quite right either, but since I don't know of any fast way to do skybox editing like this, I decided to leave it rather than spend hours and hours on it in Photoshop figuring out the perspective. > > > I'll see if I can figure out a way to get the glow effect a bit more seamlessly for when I do the Portal 2 release of this (and naturally I'd update this version with the better skybox textures). actually, just looked at the original stormydays, and it´s seamless
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    Mantra
    Dragons!
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    Zippy Joined 14y ago
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    7y
    One of the greatest maps I've ever seen. Damn. Excellent job.
    Too Different
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    mrjohnson Joined 8y ago
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    HELL YEAH!
    Expert Level Designer
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    7y
    > **Posted by Strelok** > that is pretty awesome, however, when I ran it as a mod on steam, it forced dx8 level for some reason, and you need to fix the skybox, it´s beatiful, but looks square on the edges, you can even see some divisions. The DXLevel thing is nothing to do with me (it happens with stock Source games sometimes!), but the skybox is something I just didn't have time to do anything about. The original skybox wasn't completely seamless, and the editing I did to it wasn't quite right either, but since I don't know of any fast way to do skybox editing like this, I decided to leave it rather than spend hours and hours on it in Photoshop figuring out the perspective. I'll see if I can figure out a way to get the glow effect a bit more seamlessly for when I do the Portal 2 release of this (and naturally I'd update this version with the better skybox textures).
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    Bananite
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