EDIT: Fact #46 is incorrect. There are also one of these old broken radios in esacpe 01 and advanced chamber 16 as well as advanced 18. Also, I forgot to mention that you can also see these older radios on a first playthrough. EDIT #2: Should clarify that on Fact #33, the video clip shows a mechanic called ABH or A-hop (Accelerated Hopping) to gain a lot of speed. I didn't mention this in the video because this video was actually mainly intended to be watched by other speedrunners. But the fact that it has blown up and reached to so many more casual players is amazing. Thank you all for your comments. EDIT #3: Should also clarify that the glitch in fact #44 can only happen on newgame+ playthrough, as a first playthrough won't have the radio in 05 that actually triggers this glitch.
@@-_._._- Firebeast only archived tf2 as far as i'm aware. if you're talking about the steam2 depots then they only go up to 3943 Edit:double checked, firebeast's stuff only has tf2,css and hl2.
@@-_._._- deleted my previous reply. Turns out members of the portal speedrunning community have already dug into what firebeast archived and they didnt archive any portal files, only TF2 stuff.
This video was absolutely god tier. 50 facts, no messing around, clear, concise with visual aid - no stupid intro, no drawn out commentary... Perfection. This is the gold standard of how youtube vids should be done.
I couldn't agree more - no meme sounds for "comic relief", has efficient editing and actually showing those facts in-game rather than just looping same gameplay video over and over until the commentary is finished.
This video is A+ material. Source geek stuff for source geeks. I absolutely love “you know this obscure fact, but what about this even more obscure fact that’s related to it?”
5:55 That's actually because cameras are still considered as active when they're dismounted from walls. It uses that m_bActive variable to determine if it can be picked up by the gravity gun. If you dismount an inactive camera, they can be picked up. 6:13 The loose cameras are how cameras were intended to appear. The pose parameters are messed up when their model is used for the NPC.
@giberic8646 and often enough, half the video is an over-lit bust shot of the speaker trying to look charismatic, and it's like "gtfo I wanna look at portal gameplay, not your big face"
Waiting in elevator and doing nothing, a monotonic robotic voice calls you a bad person, following with "you know that, right?", walk out in confusion only to find out later on that one of the puzzles already been solved, there's a single artificially placed radio in there. Yeah, this gave me creeps...
didn't know the camera shy line was rare!! i happen to go really slowly through all the puzzles and actually don't move or start until glados is done talking lol so when i shot off the last camera she gave me the creativity line and i ACTUALLY cackled. this was a great video!!!! edited for clarification (:
Not sure if you know about this one or not: There is a trigger in the cube dispenser that causes another cube to spawn inside it once it is dispensed. Any cube going through it will activate it. You can cause multiple cubes to spawn in it and if multiple are dispensed they will all activate the spawn.
0:12 Weird that they used a strangely wide brush for the button, instead of the rotating door brush that they normally use for some reason. 0:32 I checked this in the Hammer editor. So apparently, the button sets the door's speed to 200 (despite it having a pre-defined speed of 250). When the door fully opens, it sets it's own speed to 35, then when fully closed, sets itself back to 200. So it seems that having both the button and the door sending two identical inputs has something to do with it. I know that the Portal devs likely weren't familiar with Hammer, but I feel like you have to really try to make something so janky and confusing. 5:18 I didn't think that was possible. My assumption was that they disabled collisions so the player can pass through (since they don't know how to animate collision models), and just forgot to re-enable. 6:50 I found that you can launch yourself off of a camera by landing on the white part. 8:22 Can't tell if mistake, or highly unnecessary optimization.
1. I think what's happening is that they're using a func_door instead of a func_door_rotating. 2. Interesting, that makes sense 3. You're right about how the doors work, the collision does get turned off and turned back on instead of a smooth animation for the collision, however in the cases of 14 and 19 the collision is literally just not where the elevator is. 4. There's a million different ways you can get yourself speed with the camera, the old least portals segmented run by Fnzzy does some crazy camera launches in chamber 15. 5. Probably a mistake because there's some identical metal areas that actually are fully textured.
@@Pr0tal I know that they're using a regular func_door instead of a func_door_rotating, but what's weird is that the brush is so wide for no apparent reason. And the fact that they normally use a func_door_rotating is equally confusing, especially since they're also set to not rotate at all. You would think a func_button would be the obvious choice for an interactive switch. The only reason why a door entity could make sense is so you can use it's open/close sounds for the sound effects. Yet they still use separate ambient generic entities to play the sounds instead.
Holy moly this video is a hidden treasure! No long intro, no long sponsors, no fluff, just information as soon as the first frame appears on the screen. 10/10, new sub, and instantly liked the video without being told to. THIS IS HOW GOOD INFORMATION/INFORMATIVE VIDEOS SHOULD BE PEOPLE!!!!
9:12 I knew about this prop because I spent 2 hours trying to find it's model in the combined portal and hl2 files 10:35 this prop forced me to increase prop render distance in hammer because it fails to properly calculate how far away it is just due to its sheer size. Being close makes it get "culled" back into a square box for some reason and trying to select anything in visual mode will commonly end up selecting the generator instead because youre technically still colliding with it and thus its in the path of your click. Its very annoying to work with.
10:42 For people where this accidentally happens to, it's EXTREMELY freaky. CreepyPasta levels of creepy. I think I had it happen one time back in the day.
I came into this video expecting it to be like every other "50 things you didn't know about _____" videos, with only surface level facts. I was pleasantly surprised.
Genuinely interesting and well-researched video, I felt like I knew everything regarding Portal but you proved me VERY wrong. Definitely worth the sub, keep it up! Obscure trivia like this is great!
I replayed Portal 1 only about 2 weeks ago for the first time in probably a decade and actually experienced #44. I just thought at the time she was being extra mean.
I knew a little over half of these, but teaching me, (someone who's been playing and learning about Portal 1 and 2 since 2010) some new facts about this game is pretty awesome. Good video 👍
Cool video, I watched a lot of portal videos and normally get bored seeing the same "facts you did not know" but here I actually did not know most of them. Very nice 👍
It took me a while to watch this when it popped up into my suggested videos. I thought that there might be one or two that I never heard of before. BUT all 50 of these I have never heard before. Great video mate. I've now subscribed and am eagerly awaiting the 2nd instalment.
Some of these were buried in the back of my memories from like 2010 I played this game for the first time when I was 4 years old and the fact that I can still remember some of this shit from almost 2 decades ago is baffling
back in the day i assumed the buttons checked each item colliding with them for their mass to decide whether or not they press the button down. looks like it's much simpler than that, they just compare the name of the object.
even as someone who has made maps for portal mods and broke the hell out of it to the point i litterally fall sidways out of bounds and more and i did not know half of these, its really cool
When I first played portal I thought #34 was actually the way to get out of the chamber. It wasn't until later that I realized you can just stand on the button and shoot a portal
Nice video. I don’t know 7 of them. Also, 46 is slightly incorrect. The old radios are in 00, 16, 18 if you haven’t beat the game since the new radio won’t spawn.
I can't help but notice that the loose prop_physics cameras are not only flipped and upside-down, they are their own unique model. If you look at the differences between them and the NPC camera, the loose one has a different more rounded shape and somewhat different detailing.
Correct! The two cameras actually use different models. Another fun fact, the loose cameras are actually the correct intended model, they even look that way in hammer.
I actually had to go open the game and check things for myself twice during this video. That's a first. The ch18 advanced portal in goo is interesting for a unique reason. I recently saw a video of a challenge run using sv_portal_placement_never_fail 1 and avoiding intended portalable surfaces. I tried to recreate this, but got stuck in chamber 15 where every time I tried to shoot a portal into the goo and then go through the game would crash as soon as the goo was rendered through a portal in front of me. I wanted to try if 18a would also crash there, but the portal would seemingly not exist until I jumped down to it, so I activated god mode, jumped through it and looked back - no crash here. Really confused as to why ch15 crashes for me, might be something funky with the steampipe and/or linux build specifically. Makes me wonder if I have some unique linux-only glitches :'3
while we're at stuff still existing while under goo: the buttons in ch11 are fun! The first one that goes into the goo after receiving the dual-portal device can still be activated with clever portal placement. Using a portal to get into the room with the orb launcher still triggers a softlock prevention despite you still having an exit portal in the main room of the chamber.
I finished playing portal one recently and I solved chamber 19 with the cube dropper parts thing because I thought that's what I was supposed to do lol
I bet the button brush in ch19 is so big simply to make it easier to hit, since the timing there is kinda tight for new players. I remember spending a while in that area myself and I was certainly panicking. If the button wasn't activating half the time cause of my crosshair being a bit off, I'd hate it.
something that's interesting is that the interaction area is actually bigger on every other button. The one in 19 is abnormally small because of the wrong func_door.
I don't know GLaDOS. A door opening due to the placement of a radio seems more like an Aperture science enrichment skill issue rather than a human morality question. **The next room I enter is a Turret filled, cyanide flooded laser den with next to no portal surfaces with a countdown timer**