Making Portal in 1942

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fo0k
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Joined: Fri Oct 16, 2009 4:21 pm
Location: UK

Making Portal in 1942

Post by fo0k »

heheh, sounds interesting huh?

I have no ideas yet but thought this could be a fun topic to see who can come up with a twisted technique of achieving anything remotely close to the principle of Portal but within 1942..

just for the lols.. expand your brains dudes heheh.
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Swaffy
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Re: Making Portal in 1942

Post by Swaffy »

The only thing I can think of is setting the exit point of a PCO to a certain location. The player would enter that PCO, then exit, thus teleporting elsewhere.

You can create a "vehicle" called a Portal, and the player would walk inside it. They would press E to hop into the PCO, and would exit wherever the exit is set to.

(Wait ... are you talking about the game called Portal? Yeah, have fun with that.)
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fo0k
Posts: 1434
Joined: Fri Oct 16, 2009 4:21 pm
Location: UK

Re: Making Portal in 1942

Post by fo0k »

yeah, maybe if you actually placed the pco on the ground.. then entered it.. then exited..

could make a weird 3d maze where you needed a portal device to get through it/past obstacles.. It would be important which direction you placed the device... and perhaps it could be sticky too to walls.
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Swaffy
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Re: Making Portal in 1942

Post by Swaffy »

The "hold" command can always be used on the spawner, or just make the PCO static/immovable.

I remember playing that big airplane-oriented map on DesertCombat before (DC_NoFlyZone?), and seeing a machinegun turret randomly next to a radar bunker. I hopped in the turret, hopped out, and got transported halfway across the map.

If only there's a way to force soldiers to instantly leave the PCO after hopping in. Isn't there a networkingInfo glitch that does that?
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