One of the things I loved about the original Portal was how many levels could have a variety of different ways to accomplish them, which gave it vast replayability, it is surprising how many you were able to do even without shooting a portal. It seems the devs hated that since went out of the way to minimize portable surfaces in Portal 2, which despite having more tools feels so much more linear and less interesting to replay.
I think it's more of due to the fact that the Portal 2 chambers are often larger and more complex. Restricting portal surfaces is sometimes needed to prevent easy shortcuts, but can also make it easier to figure out the solution, in some cases. Also, community maps tend to have even less portal surfaces, as some of them can be even more complex. That one image people like to show to demonstrate this point of contention is a poor example, as it involves flinging. Whoever made it forgot that Portal 1's flinging puzzles have very few portal surfaces, to prevent players from simply using portals instead of flinging. Now I'm not some Portal 2 fanboy or anything; I even prefer Portal 1. All I'm saying is that it's a lot more nuanced than most people make it out to be.
Fun fact: If you want extra proof that the portal gun is just a modified gravity gun (or, from an in-universe perspective, uses the same zero-point energy system as the gravity gun), in Portal 1 you can toss objects by left clicking while holding them with the portal gun. This was removed in Portal 2, meaning it was likely just an artifact of how the portal gun was coded.
It's the exact same behavior as picking up objects with E. The only difference is that it plays an animation and sounds instead of holstering the weapon. Throwing was likely removed in Portal 2 due to its exploitability.
Can you imagine if someone put a Portal gun in a real FPS? And I am not talking about portal gun mods for existing games, but about a FPS title built from the ground up with portaling in mind. The kind of stuff you could pull off, like portaling a car and dropping it on enemies, etc.
I can imagine a GTA like open world game set in a town where you go around doing missions for people with a portal gun, but you have to keep the fact that you have a portal gun to the general public secret but a small group of people have relations to you who know you have one and see you as a crime boss and there would be at least one mission that would go like this: You go up to a person and they plead for you to destroy someone’s car, that car belonging to the person who banged his wife. So you get directions to his car and you know exactly where to put it. You walk up the the dam of town and place a portal on the side of it (while also keeping it a secret) and go to the guys car place a portal on a panel at the end of a hill where the car is located, break the windows of the car, drive it down the hill and jump out last second. You go home and turn on television and go on the news and you hear a story about a car being propelled at incredible speeds into a dam. You smile, turn off the TV, turn off the lights and go to bed.
What's funny is i currently have a large portion of Half-Life with a portal gun uploaded on my channel. Seems like we're doing the polar opposite enrichment activities over here.
From what I’m aware, the game is possible without shooting portals using glitches and whatever so if you can learn that then you can beat it with just the gravity gun probably.
I also did something smilar some time ago but also using other stuff I wasn't supposed to like having portal gun early and shooting rockets from a rocket launcher at Glados
@DarKNeSS_99 yeah for some reason I can't cycle through weapons and when I launched stanley parable 2011 with source sdk base 2007 I could but they couldn't fire. Though I tried physcannon_mega 1 or something similar and give weapon_super_phys_gun then give weapon_phs_cannon and it worked. Also give item_suit