Prerelease:Portal 2/Multi-Core
This is a sub-page of Prerelease:Portal 2.
This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
This page is rather stubbly and could use some expansion. Are you a bad enough dude to rescue this article? Notes: There is not only beta content available than just E3 2010 demo, please add them this page if there are any. Also add sources or/and proofs on some things. |
Starting in 2009, after the hub concept being scrapped, Valve began to redo the game and rewrite the story to be similar to what would look in final version, but still more would have differences. This stage is called by Portal fans as Multi-Core, named after the idea of multiple cores that would be merged to Wheatley (later character) later.
Characters
This section is a work in progress. ...Well, this section is here, in a way. But this one moreso, and this may contain incomplete information and editor's notes. |
Wheatley
Wheatley was originally made for the Press Demo (that has its gallery listed below), but later made his appearance in the main game. He does act the same as the final game, but during GLaDOS Wakeup, he later fully dies. [citation needed] He was temporarily voiced by Valve animator Richard Lord, who put on a Cockney accent.
Morgan Freeman
Morgan Freeman was a character carried from the previous iteration of game when it still had hub conception. would peek at player from the walls just like what Wheatley would do in final game,
Chell
Chell got brought back to the game after the game's playtesters didn't knew who were they playing as (they were playing as Mel), also because GLaDOS didn't recognize the player as Chell, making Mel to be repurposed to be a Co-op character, before they were replaced by robots later.
Test Elements
Aerial Faith Plate
As seen in E3 demo of the Aerial Faith Plate, the model was changed to what we know and love today. In the developer commentary, it is said that it changed because playtesters had trouble recognizing it.
" The faith plate was originally a robot arm model which we hurriedly placed into the maps to see if the gameplay was fun. Over time, it became apparent that playtesters were struggling to tell the faithplate apart from the standard arm, so we replaced it with a new design. It was meant to be a simple heavy weight which was flung upwards, propelling the player. The length is meant to imply a direction, so the player knows the intended flight path before they step onto it. We experimented with foot marks and treadplates on the design, but it quickly became confusingly busy, so we kept the design simple. " — Marc Nagel
Gallery
Excursion Funnel
Although it isn't confirmed to appear in main singleplayer campaign, [citation needed] it got shown on E3 Demo, also during outro. It did also appear in other unavailable maps. [citation needed]
Pneumatic Diversity Vents
The vacuum tubes that appear in behind-the-scenes areas weren't originally planned to appear in test chambers, but seen in E3 demo. Objects sucked into it would either be destroyed or spit back out somewhere else. The vents can be remade in custom maps with the used tube props and standard Source entities. According to unused screens, the vents could carry a variety of objects, including the cut Hover Turret, chairs, tables, Companion Cubes, and open Fire Turrets.
Propulsion Gel
Propulsion Gel also got revealed on E3 2010. Its color got changed to orange by late 2009. It isn't confirmed to appear in main singleplayer campaign.
Repulsion Gel
Repulsion Gel got it's official name by June 2010, it got revealed on E3 2010 as a new feature, alongside with Propulsion gel. Its color got changed to blue by late 2009.
Stick Gel
Stick Gel (called by community as Adhesion Gel) was a scrapped mechanic that got carried from Tag: The Power of Paint game. It would stick player or items after being touched on gel surface. It got scrapped after playtesters had disoriented. It isn't confirmed to appear in main singleplayer campaign. Its color has been confirmed to be purple, as seen in one of videos listed below in the page.
E3 2010
Portal 2 was first revealed on E3 on 16 June, 2010.
- This demo has no portal crosshair because it was disabled through console command.
- When player picks up something while they have portal gun, Chell puts away the Portal gun and carrying it instead of letting the Portal Gun to hold like in Portal 1 and final version of game. It's possible that it was made because newer pickup animation wasn't finished yet.
Gallery
Early-2010
- Overgrown style lighting was darker unlike the final game
- Portal Carousel (Chamber 01) is different.
- Laser launchers and catchers models were different.
- Test Chamber 07 was not properly reset to unsolved, unlike in the final game.
- GLaDOS destroyed chamber has white fog, also it has disc base for GLaDOS.
- Portal Pickup room is different, and has been detailed.
Act 1
Press Demo (Gameinformer demo)
Non-public demo, but the demo has maps that were originally made for it, which also look different from final game.
Misc
Stick Paint (Adhesion Gel) (Older map)
Ditto, with Paint Gun
Mid-2010
Some screenshots are captured on Source Filmmaker (IFM), does not reflect what actually has been in game.
- Faith Plates originally looked like the robot arm model.
- Some or Most (not all) Assets were updated to look similar to the final game ones, as seen in E3 Demo.
- In the environment trailer, an early version of Portal Carousel chamber is shown. It's closer to the final game, but portals are still timed unlike the final version.
- Turrets still use their Portal 1 model as placeholder because the newer ones were not fully made yet.
- An earlier version of the extended relaxation center is seen in teaser trailer for game.