Portal Beta Mod

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Monica Okane

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Aug 5, 2024, 8:03:14 AM8/5/24
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Greetingsall! It has certainly been a while since i've visited this page. I used to be heavy into the valve game modding scene, but life has since gone on and gotten busier, although I still very much love valve games. I wanted to clarify something: the beta content is provided in as-is condition. This is the reason there are no level transitions. I simply fixed them up to be playable on (most) systems. If you wish to pick this up and make it better, please contact me at my email, and I will probably allow it. Thank you for listening! I hope that someday, if life eventually permits, I will re-enter this Valve game modding scene.

Greetings all! It has certainly been a while since i've visited this page. I used to be heavy into the valve game modding scene, but life has since gone on and gotten busier, although I still very much love valve games. I wanted to clarify something: the beta content is provided in as-is condition. This is the reason there are no level transitions. I simply fixed them up to be playable on (most) systems. If you wish to pick this up and make it better, please contact me at my email, and I will probably allow it. Thank you for listening! I will also post this in an announcement.


I just found what causes the issue.

This specific map doesn't seem to be fully compatible with the current dll files in Portal's bin folder.

The original Project Beta always worked fine, but is always stuck with default FOV set at 75.

So I replaced the dll files with the ones from the retail game to have the FOV slider.

As soon as I reached that part, it crashed too with the exact same error.

Since this revived version doesn't come with it's own dll files, it uses the ones from the base game instead by default.


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A member of the Valve Cut Content community acquired a hard drive from Valve containing a development archive of Portal dated December 2006 back in early 2015 that contained materials, models, particles, and sounds from as early as 2005. Their intention was to make a total conversion mod for Portal that allowed players to dynamically switch between development eras and this mod was known as Portal Project-Beta.


The 2005 iteration of Portal largely took design cues from Half-Life 2, especially Nova Prospekt. Most notably, instead of being guided through the facility by GLaDOS, the player was to navigate the facility alone and eventually escape. Instead of facing GLaDOS, during the escape sequence the player would instead have to manually escape the facility. In the final escape map, the player would have to search for car batteries to power a locked door while avoiding hazards such as turrets and fires. The escape map is the only map available for download from this era and any other publicly available 2005 campaign era maps are remakes using assets from this map.


In early 2006, the transition was made from the Nova Prospekt design to a cleaner, more sci-fi look. The doors instead of being brush based took on a new Star-Trek-like design. Some antiquated assets such as the analog clock and Combine elevator initially remained, however. The flame Portals as well as a newer, sleeker portal gun were also developed later during this era. The indicator lights were also static orange lines instead of the dotted lines seen in later builds.


Interestingly, in the Portal trailer as well as all subsequent media releases up until Portal's demonstration at GC 2006, most world props such as the exit doors and buttons were just simple ambient occlusions.


The Portal demonstration at X06 in Barcelona at the end of September 2006 introduced spiral portals, dotted indicator lights as well as a newly designed Testchamber 18, which arguably saw the most changes in level design over the course of development.


Portal in late 2006 (and essentially all development eras before 2005) was largely similar to the final product, with the exception of a slightly different map layout, textures, lighting, and a differently animated portal gun as well as a different GLaDOS battle.


Instead of using a rocket turret to blow cores off of GLaDOS, the player was to chase a fleeing GLaDOS, using rocket turrets to damage her while avoiding turret fire. One of the reasons this boss battle was scrapped was because players felt sorry for attacking an essentially defenseless GLaDOS.


Portal in early 2007 maintains almost the same design as late 2006 with the exception of some small level changes, most notably a redesigned Test Chamber 18 which can be seen in the Game Informer sneak peek.


At GDC 2007, the retail Portals replaced the older spiral portals. A newer, differently animated portal gun model with the player's hand on the barrel can also be seen. Additionally the transition is made from a male character to Chell.


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