+DkReseT Variable tunneling is essentially passing one variable into another object. What this could mean for Minecraft depends on the level of penetration into commands we are allowed to run, but it's possible we could do some great things. For instance, with dataTag level penetration we could do something like execute @p[score_Thrown=1,score_Thrown_min=1] ~ ~ ~ /summon @p Snowball ~ ~ ~ {Motion:["@p[score_xDir]","@p[score_yDir]","@p[score_zDir]"]} or something along those lines which would summon a snowball at the player, with the motion dataTag set by the players xDir, yDir, and zDir scores at the time of execution. Using scoreboard operations, you could translate a players viewing direction into a direction to fire a snowball. And many more things. This is but one example. No doubt this would be a bit of a major hassle for the Devs to work out though.
+TheAero1221 It would be awesome of that would be possible. I think /entitydata on players would be also a great thing. Do you know why that is disabled?
I suggest that you make the "portal arrows" have the _noGravity_ tag set to _0_, to make the portal gun shoot in a stright line, like the original way.
The NoGravity tag is not new, it was just recently changed to work with all entities. I've also had that feature implemented for months now, except I never really mentioned it, but you can tell I added it in (along with better vertical portals, and a new Portal Gun model): twitter.com/Ersatz_77/status/806420927319658496 I already updated a good portion of the map to be a lot better than what is shown in this video. It's just a matter of creating models for everything, which is time comsuming.
+Alexander Smirnov While the portal system is made by Adrodoc55, I had to completely redesign it to work with my momentum system, and with the 1.9 command blocks I have yet again redesigned it so, the concept came from him except I had to completely redesign it to work with the other testing elements I created. Regarding the resource pack, it is entirely made by me, the textures were from a very old "texture pack" that was called Aperturecraft(not sure if you were regarding the one made for Adrodoc55's map) but, since this video is older then the date it was uploaded, I am in the process of implementing more of the textures from Portal 2 to replace the existing ones. The sounds are self-explanatory where they came from but, I had to code them into the sounds.json file.
This is fantastic! the resources, the depth, everything about it! As an avid portal 2 fan I want you to know I will be the first to dowload this when it is released! -your 1,000th sub
Wow... Just wow... I love what you are doing nice work with momentum and Physics systems, You only need to make more 3d models, like wheatley being a ball instead of a cube
+Daniel Minecrafter Circles are possible. But if you turn grass into sphere and you join a superflat world your game will be crash. If you turn only one block to sphere it will work perfectly fine.
This is awesome! In fact, several months ago I made this portal gun mechanic, mostly exactly like yours, except it had two-block long portals on the ground. I recommend trying that since your game is already so realistic. I couldn't figure out how to do the motion boost from long fall, etc, so that's awesome. Nice work. And man, the cubes. ;). Keep it up.
Bro this is REALLY GOOD 👏🏼👏🏼👏🏼 Comparing it to the actual game it’s really similar and the fact it’s Minecraft WOW! I would love to play this for hours 👌🏼
This is truly next level art. Amazing work. I really am at a loss for words and normally I dump text walls. The fact that you had "a bug with [your] *momentum system*" is just a little nutso. Please keep doing these kinds of things.
+BSG The depth in the foliage work alone is disgusting and you're probably a serial killer and I'm honestly wondering if it's worth the human sacrifice. :P
I bow to your wonderfullness and suggest: in the resource pack, remove the arrow hittin the wall sound and replace the arrow texture with something invisible. Other than that though, this is one of the best MC maps I have seen :D
Its a really great mixture. Definantly going to keep an eye on this page. Its a really neat project. I might be able to help with testing or coding. I'm fairly decent at coding ideas and figuring out problems.
BirdGaming PapağanÇocuk I'd love to do a voice acting for a GLaDOS or any other artificial/computer intelligence, be it in Minecraft or anywhere - but sadly I'm not a known voice actor or so };] But thank you! 😸
i'm currently working on an semi-accurate potral 2 resource pack! but don't expect full release anytime soon. i currently finished the white wall texture, now it's time for the "black tiles". but wheatley might be difficult to make.
It could be used to model maps in minecraft, which is far easier to build in, before using Hammer. I've already heard that a lot of mappers use minecraft, this resource pack would just make it better!
I have a question - did you do the resource pack yourself or find it somewhere? Kinda interested in using the vegetation textures if they're available? ~Sparks
Come on, man! Ersatz need our support in his hard journey. As far as I can see, working on it all buy himself is, well... FAKING HARD! Come on, man, we belive in you
This is awesome!!!! I really love the mechanics of this map. If you or Adrodoc55 want any help I know my way around a commandblock and Cubik,, Keep up the great work . Can't wait till the release .
A little hint: You don't have to use Arrows to spawn the Portals in, you can use the Remote-Interface. If you summon an ArmorStand at the Location where you want the Portal you can execute: /execute @e[name=ACVR_BluePortal] ~ ~ ~ /setblock ~ ~ ~ redstone_block to spawn it in. For an example just look at how I did it at the start of my map.
No there is not. You just have to be very precise with the location or the validation will fail. You can spawn the Main marker up to 0.05 blocks away from the wall (then it should work with all directions). I will make that more userfriendly in 8.0
The few things I would suggest is that the lasers and light bridges should be able to be used vertically(I have not looked into the laser system and bridge system much but it should be simple), and you should look into redoing the repulsion gel with the levitation potion effect. If I think of anything else I will let you know but the system you made is very solid.
you need to actualize the game, that's the part of the beginning, you need to put the relaxation room, and the weathley´s encounter, but i still like it :)
Some problems seen in the video : The bow (portal gun) doesn't shoot the arrow in a straight line Shooting a portal requires some waiting time (Fast paced levels cant be done easily) Some possible problems : Shooting a portal on a sloped surface Shooting portals through a net Stacking cubes atop each other Turret physics (As in the turret falling sideways to "kill" it) GLaDOS being able to move Moving platforms that may push you or make you move when it moves (Smoothly) Some improvements you should add : Spherical model to cores like Wheatley Btw, this map is really awesome, i hope you finish it asap. :)
Check the dalmationblack's Portal system. There's a scoreboard objectives that detects the distance you falled on the ground from. Depending on that, command blocks summon the snowballs with motions, that you're teleporting to.
wow, that's something I cant WAIT to play and try out !I espically love the texture pack. Is that something you made yourself? or did you find that somewhere?
This needs to be a full walkthrough silly, try all chapters, Test Chamber 07/19 will still have High Energy Pellets enabled, The launcher will deactivate permanently when the pellet has reached the catcher, and then the unused Announcer line from Portal 2 will start.
This was truly amazing!
ibxtoycat Wow, a comment made by a famous TH-camr made 2 years ago and I'm just now the first to reply.
A rare sight indeed.
*WOW*
You
Really
Smell Like
*Read More*
WHAT ARE YOU DOING HERE
Hi toycat you play portal?
Oh hi toycat
Really brilliant what you've made here :-)
+xisumavoid hi :D
You know you've done something right when Xisumavoid comments on your video!
Didn't expect to see you here :D
xisumavoid dd
xisumavoid the Announcer is using his sentances from portal 1 and the place is portal 2
This is crazy awesome. Good job!
You're the same owner of this video
@@baymaxpt no
Bruh why does xisumavoid cheat
Wow a wild impulse appeared
@@CrudPancakes ?
It's like Minecraft is just going to absorb all other games eventually.
+DeliciousRobot789 If resource packs keep getting further updates and we eventually get variable tunneling...yeah. It probably will.
+TheAero1221 What's variable tunneling?
+DkReseT Variable tunneling is essentially passing one variable into another object. What this could mean for Minecraft depends on the level of penetration into commands we are allowed to run, but it's possible we could do some great things. For instance, with dataTag level penetration we could do something like execute @p[score_Thrown=1,score_Thrown_min=1] ~ ~ ~ /summon @p Snowball ~ ~ ~ {Motion:["@p[score_xDir]","@p[score_yDir]","@p[score_zDir]"]} or something along those lines which would summon a snowball at the player, with the motion dataTag set by the players xDir, yDir, and zDir scores at the time of execution. Using scoreboard operations, you could translate a players viewing direction into a direction to fire a snowball. And many more things. This is but one example. No doubt this would be a bit of a major hassle for the Devs to work out though.
+TheAero1221 It would be awesome of that would be possible. I think /entitydata on players would be also a great thing. Do you know why that is disabled?
PLEASE NO.
I suggest that you make the "portal arrows" have the _noGravity_ tag set to _0_, to make the portal gun shoot in a stright line, like the original way.
Already did that. Even though I won't be showing that in my update video, I will be showing a lot of the huge changes I have done to the map.
That would help this alot! Only problem is this was started in somewhat earlier versions of minecraft, as the NoGravity tag is still quite new.
The NoGravity tag is not new, it was just recently changed to work with all entities. I've also had that feature implemented for months now, except I never really mentioned it, but you can tell I added it in (along with better vertical portals, and a new Portal Gun model): twitter.com/Ersatz_77/status/806420927319658496
I already updated a good portion of the map to be a lot better than what is shown in this video. It's just a matter of creating models for everything, which is time comsuming.
This is 1.8.8, but my latest video is running 1.11
Oh alright then!
Spectacular work!
Hey!!! +Dragnoz !
Going to cover the new 1.9 command blocks?
+Redstone Ninja in time. But not yet. All the projects I'm working on sadly requires 1.8
Dragnoz
k thx for replying!
+Dragnoz, the only problem is that resourcepack(ApertureCraft) and some other mechanics aren't actually made by him. =/
+Alexander Smirnov While the portal system is made by Adrodoc55, I had to completely redesign it to work with my momentum system, and with the 1.9 command blocks I have yet again redesigned it so, the concept came from him except I had to completely redesign it to work with the other testing elements I created. Regarding the resource pack, it is entirely made by me, the textures were from a very old "texture pack" that was called Aperturecraft(not sure if you were regarding the one made for Adrodoc55's map) but, since this video is older then the date it was uploaded, I am in the process of implementing more of the textures from Portal 2 to replace the existing ones. The sounds are self-explanatory where they came from but, I had to code them into the sounds.json file.
This is absolutely amazing! It looks like portal 2 with a minecraft mod!
"me sees this"
"goes to mcpe"
"tried making my own portal map"
i did the exact same thing at the moment i am working on it ;)
Arzene Same here
Hahahaha same i watch a half life 2 minecraft on mcpe master and i trying to make my self a half life game
*goes* *on* *computer* *to* *play* *Minecraft* *with* *precisely* *portal* *texture* *pack* *in* *1.13*
@@pringdude8070 *1.16
That is so amazing! :o
No reply’s? Wow
4:18 Smooth Jazz will be deployed in 3... 2... 1...
(epic sax guy comes in)
Wow, this is truely impressive!
NOPEname 😮😮😮😃
Welcome to future.
@@spefor-rx From 4 years ago... xD
Bro I can’t believe I just found this in my recommended this is truly amazing!!!
I wonder how long it will be before someone starts speedrunning it.
Title: says stuff about minecraft portal 2 addon
Thumbnail: shows a good addon
Video: shows portal 2 gameplay
This is fantastic! the resources, the depth, everything about it! As an avid portal 2 fan I want you to know I will be the first to dowload this when it is released!
-your 1,000th sub
Great job! Really clean and polished recreation so far!
I love what you did for the emancipation grills
Wow... Just wow... I love what you are doing nice work with momentum and Physics systems, You only need to make more 3d models, like wheatley being a ball instead of a cube
+TheIncredibleSonia CIRCLES IN MINECRAFT CAN'T EXIST :O :P
Daniel Minecrafter I never said circle... By the way... Check snowballs...
a sphere is literally a 3d circle so....
+Daniel Minecrafter Circles are possible. But if you turn grass into sphere and you join a superflat world your game will be crash. If you turn only one block to sphere it will work perfectly fine.
+Daniel Minecrafter circles are possible in minecraft, using commands and gravitation on minecarts with block and lag, you can make one
The enrichment center is required to remind you that this next test... Is looking pretty good!
This is awesome! In fact, several months ago I made this portal gun mechanic, mostly exactly like yours, except it had two-block long portals on the ground. I recommend trying that since your game is already so realistic. I couldn't figure out how to do the motion boost from long fall, etc, so that's awesome. Nice work. And man, the cubes. ;). Keep it up.
I never made it past the one minute mark until today 💀
Wow... just... wow...
This was awesome!
This god damn impressive, so underrated work
Truly incredible! Can't wait for more!
You nailed down those motion physics, well done!
I’m very late to this, but this is a very well made map! Awesome work!
Hey! That's really good work dude! I really like it! Can't wait to see more! It's a yes for me!
Oh, my, god. Yes. Dude I don’t know how to express how happy this makes me.
Bro this is REALLY GOOD 👏🏼👏🏼👏🏼
Comparing it to the actual game it’s really similar and the fact it’s Minecraft WOW!
I would love to play this for hours
👌🏼
This is truly next level art. Amazing work. I really am at a loss for words and normally I dump text walls. The fact that you had "a bug with [your] *momentum system*" is just a little nutso. Please keep doing these kinds of things.
+BSG The depth in the foliage work alone is disgusting and you're probably a serial killer and I'm honestly wondering if it's worth the human sacrifice. :P
+BSG bravo to the other artist as well. This is beyond anything I imagined vanilla minecraft would be capable of.
Absolutely fantastic work!! Can't wait to see what you do next with it!
One of the better maps in this time! SUPER nice job!
Excellent! Now I no longer need to worry about finishing mine. It's already been done.
It’s so like Portal 2 that TH-cam actually thinks it’s Portal 2!
This is just....WOW! And all vanilla? AMAZING!
Can't wait till you get to "her" chamber! SO GETTING THIS WHEN IT COMES OUT!
Dude this is sick! Looks much like it too. Good work!
Five years later and this is still cool
Amazing, just, amazing... Finally a GOOD Portal map!
This is actually pretty amazing great work
This is incredible! Wow, once it comes out I'm definetly gonna play it.
I don't think it's coming out
Man, never saw this, but watching this now, I can’t help but think with a little bump-mapping and some high-quality shaders this could be perfect
this is amazing! i can recognize everything from the actual game!
I bow to your wonderfullness and suggest: in the resource pack, remove the arrow hittin the wall sound and replace the arrow texture with something invisible. Other than that though, this is one of the best MC maps I have seen :D
A good video with more than zero youtuber comments that ended in my recommented after 5 years. Prety cool
Its amazing!! How the hell you made the momentum of the portals?!
I'm in love with this!!
Amazingly done - fantastic job! ~Sparks
Its a really great mixture. Definantly going to keep an eye on this page. Its a really neat project.
I might be able to help with testing or coding. I'm fairly decent at coding ideas and figuring out problems.
Very cool! }=)
If I would have known that, I would have offered my "GLaDOS" voice to you };]
+LapisDemon Ich vermute mal Du bist Deutscher }=Þ
Echt sehr gut gemacht, freue mich auf's Endprodukt };]
+LapisDemon your "GLaDOS" voice o.o i would like to hear that
+LapisDemon Yes! You should be GLaDOS!
BirdGaming PapağanÇocuk I'd love to do a voice acting for a GLaDOS or any other artificial/computer intelligence, be it in Minecraft or anywhere - but sadly I'm not a known voice actor or so };]
But thank you! 😸
+LapisDemon OMG that's perfect
incredible dude. Can't wait to try it when it's released
i'm currently working on an semi-accurate potral 2 resource pack! but don't expect full release anytime soon.
i currently finished the white wall texture,
now it's time for the "black tiles".
but wheatley might be difficult to make.
This is seriously incredible! Keep it up :)
I like how everything sounds like portal but the buttons sound like Minecraft buttons.
Wow! I bought the Portal bundle, but this is amazing too!
can't wait to see it finished!
LMAO I KNOW THIS IS VINELLA BUT FORKING SQUARE WHEATEY AMUSES ME IM SORRY I LOVE THIS SO MUCH
omg the texturepack is so wonderfull
This is some excellent work! The resource pack will be great for modelling maps to build in Hammer (Portal 2s' official level editor)
But the resources are already in portal 2's editor right? All the textures are already in it :p Or am I not reading it correctly?
It could be used to model maps in minecraft, which is far easier to build in, before using Hammer. I've already heard that a lot of mappers use minecraft, this resource pack would just make it better!
Wait hammer mappers use minecraft ?! I didn't know that, but how does minecraft provice any logic/props/entities ?
Redstone and the Portal gun mod do enough.
Are you a mapper btw?
That was sarcastic, this is really good! I would never be capable of something like this.
It's exactly portal! So why would anyone play it xD
Great work!
I love that TH-cam thinks that this is actually portal 2 footage
ive actually been making a fan made portal map in minecraft on my PS3 call "Above Apeture"
nice job doing the portal gun, the portal gun is very difficult
This is the best I've Seen In Years!
Holy shit, this is awesome!
something like this really requires high skill like making the resource pack
I have a question - did you do the resource pack yourself or find it somewhere? Kinda interested in using the vegetation textures if they're available? ~Sparks
Come on, man! Ersatz need our support in his hard journey. As far as I can see, working on it all buy himself is, well... FAKING HARD! Come on, man, we belive in you
that wheatley block tho XD
the best one yet
Maybe... we are holding portal gun and if we press Q it can pick up cubes?
Nice going with your recreation!
the whole hermitcraft is here
This was a BIG woow. Love it!!
This is awesome!!!! I really love the mechanics of this map. If you or Adrodoc55 want any help I know my way around a commandblock and Cubik,, Keep up the great work . Can't wait till the release .
Momentum through portals without mods?! HOW?!?!?
Fawful is impressed!
Wow man you should make more of this!
A little hint:
You don't have to use Arrows to spawn the Portals in, you can use the Remote-Interface.
If you summon an ArmorStand at the Location where you want the Portal you can execute:
/execute @e[name=ACVR_BluePortal] ~ ~ ~ /setblock ~ ~ ~ redstone_block
to spawn it in.
For an example just look at how I did it at the start of my map.
I used arrows because there is a north/east bug with the portal spawners in the remote interface.
No there is not. You just have to be very precise with the location or the validation will fail. You can spawn the Main marker up to 0.05 blocks away from the wall (then it should work with all directions).
I will make that more userfriendly in 8.0
Ersatz _ Since I currently redesign the system anyway, now is the best time to tell me all suggestions you have.
Oh, that makes sense, when I initially tried it I was spawning them too far away. If I remember correctly I was spawning them 0.5 in the wall.
The few things I would suggest is that the lasers and light bridges should be able to be used vertically(I have not looked into the laser system and bridge system much but it should be simple), and you should look into redoing the repulsion gel with the levitation potion effect. If I think of anything else I will let you know but the system you made is very solid.
you need to actualize the game, that's the part of the beginning, you need to put the relaxation room, and the weathley´s encounter,
but i still like it :)
Some problems seen in the video :
The bow (portal gun) doesn't shoot the arrow in a straight line
Shooting a portal requires some waiting time (Fast paced levels cant be done easily)
Some possible problems :
Shooting a portal on a sloped surface
Shooting portals through a net
Stacking cubes atop each other
Turret physics (As in the turret falling sideways to "kill" it)
GLaDOS being able to move
Moving platforms that may push you or make you move when it moves (Smoothly)
Some improvements you should add :
Spherical model to cores like Wheatley
Btw, this map is really awesome, i hope you finish it asap. :)
Very well done. Congrats.
If you would like, I could make a very nice professional trailer for this map if you would like. Looks awesome!
I know this was over 6 years ago but WOAH.
The portal 2's doors do not open like swing doors, only sliding doors.
how do you make portal momentum???
Check the dalmationblack's Portal system. There's a scoreboard objectives that detects the distance you falled on the ground from. Depending on that, command blocks summon the snowballs with motions, that you're teleporting to.
Man this is impressive...
I cant sound like GLaDOS but... Hello, and again welcome to the aperture sciense enrichment center....
you've even tricked youtube gaming xD
That must have been so much wooork 😮😮😮
My guy u gotta help my build team with this its truly amazing xD
wow, that's something I cant WAIT to play and try out !I espically love the texture pack. Is that something you made yourself? or did you find that somewhere?
+HorizonCity Broadcast The resource pack is a mix of textures from Portal 2 and other resource packs.
Amazing. Marc saw your work. You are on the mojang page now
This is really cool!
Are you german? :P
Cause your name is a german word, you know? :D
btw, awesome video! You made it so similar to the original!
Portal 2'deki momentum korunumu mekanigini aktarabilecegini hiç dusunememistim. İyi iş 👍👏
Recreate Wheatley man!
bro why am i getting this in my yt recommendations now?
LOL YOU HAVE CHELL'S ORIGINAL VOICE YOU GENIUS
This needs to be a full walkthrough silly, try all chapters, Test Chamber 07/19 will still have High Energy Pellets enabled, The launcher will deactivate permanently when the pellet has reached the catcher, and then the unused Announcer line from Portal 2 will start.
That is so awesome! I would LOVEEEE to see that! +Sub