Portal Stories: Mel
Portal Stories: Mel |
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Based on: Portal 2 This game has unused code. |
This article is about a fan-made game project. Articles about fan games require explicit permission from administrators. |
This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
To do: Things which still need to be added:
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Portal Stories: Mel is a Portal 2 mod which was officially approved by Valve and is available on Steam. The player takes on the role of Mel (but not that Mel), a test subject in 1950s Aperture who wakes up far in the future after a failed Relaxation Vault experiment.
Contents
- 1 Unused Models
- 1.1 portal_stories\expo\handle2.mdl
- 1.2 portal_stories\props\poster_frame.mdl
- 1.3 portal_stories\props\poster_frame_64.mdl
- 1.4 portal_stories\props\revolving_door.mdl
- 1.5 portal_stories\props\revolving_door_base.mdl
- 1.6 portal_stories\props\wall_decor2.mdl
- 1.7 portal_stories\props\wall_decoration.mdl
- 1.8 portal_stories\props\window5.mdl
- 1.9 portal_stories\props_town\monument_broken.mdl
- 1.10 portal_stories\props_underground\bed\bed_base.mdl
- 1.11 npcs\animals\goat.mdl
- 2 Unused Textures
- 3 Press E To Hire Us, Valve
- 4 Unused Music
- 5 Unused Voice Lines
Unused Models
portal_stories\expo\handle2.mdl
A dark gray door handle. It seems like this would appear in the early Old Aperture portions of the game, as it wouldn't really fit anywhere else.
portal_stories\props\poster_frame.mdl
A wood poster frame with a somewhat simple texture. These also look like something for Old Aperture. Despite the name, none of the game's posters really fit inside of this.
portal_stories\props\poster_frame_64.mdl
A 64×64 unit version of the above model.
portal_stories\props\revolving_door.mdl
The inner rotating part of a revolving door. This doesn't have correct collisions - concave mode is not enabled, causing the collisions to be "shrink-wrapped". It also has some texture layering issues with the glass, and a somewhat low-resolution texture.
portal_stories\props\revolving_door_base.mdl
The outer part of the aforementioned revolving door. This also has incorrect collisions. Text can be seen on the model which reads "Reception" and "Exit".
No revolving doors appear in-game, although there are several places where this model would fit, such as the lobby entrance in Mel Intro.
portal_stories\props\wall_decor2.mdl
A wall decoration of some sort.
portal_stories\props\wall_decoration.mdl
Another wall decoration, in a vertical orientation.
portal_stories\props\window5.mdl
A 64x32 unit window. While several larger windows and a thinner window of the same size are used, this one isn't. The larger windows are known as window3
and window4
; window1
and window2
don't exist.
portal_stories\props_town\monument_broken.mdl
The destroyed version of the big Aperture logo from Mel Intro, as seen in the outro cutscene. This is a pre-rendered video, so the actual model goes unused.
portal_stories\props_underground\bed\bed_base.mdl
A combined version of the Old Aperture Relaxation Vault bed model. The final game uses separate models for the different parts of the bed.
npcs\animals\goat.mdl
An improperly-ported model of a goat NPC, taken from Dino D-Day. While a goat does appear in the game a few times as an Easter egg, it uses a different model with a black texture and no animations. This version is textured, but it appears with a purple tint as its lightmap texture is missing.
The animations depict it being picked up, carried, and being thrown around by a dinosaur, although some of them don't work properly.
Unused Textures
Secondary Tram Skins
Two of the models used for the tram at the start of the game, tm_stuka_tram.mdl
and tm_stuka_tram_doors.mdl
, have a second skin which is never used. The texture is simpler and differently colored, there's no 2056, and the Aperture logo is in a different spot.
AEGIS Server Coloring
To do: The server models also have a second skin which (partially) removes the AEGIS logo, "AEGIS Memory Bank" text, and some of the wear around the edge. Check if this is used. |
The AEGIS servers have a white texture, which is colored by the game. However, this functionality is never used, as all servers in the game are set to the same blue color. Developer Anna explained in a Steam discussion that they "experimented with different colors, but found that only having one color improved the gameplay."
Press E To Hire Us, Valve
In the final map of the game, sp_a4_finale
, the player is required to fling on top of AEGIS and interact with a hatch, triggering the ending cutscene. The func_button
entity which detects the player's interaction is named press_e_to_hire_us_valve
. The actual entity is invisible, and this can never be seen in-game without the use of the developer console.
Unused Music
sp_a4_factory_radio
An unused variation of Mel's Story. The map referenced in the filename, sp_a4_factory
, does contain a hidden radio, but it plays a Want You Gone guitar cover instead.
System Corruption - Alternate
An unused track. It is seemingly complete, has a soundscript, and even appears in the soundtrack. However, it's nowhere to be found in the game itself. Judging by the name, this was likely used in an early version of the AEGIS boss fight. Additionally, the tracks are named room1
, room2
, and room2_serious
. The AEGIS boss fight contains two rooms, the second of which is divided into two parts.
sp_a5_finale02_stage_end
A short track similar to the one played when all of AEGIS' servers are destroyed. This unused sound was likely meant to serve the same purpose in an earlier version of the game.
Additional Music-Related Unused Content
Duplicate copies of the title screen music for Act 1 (Interfacing) and Act 5 (Time and Time Again) exist in the main music folder. The used copies are in the mainmenu subfolder.
sp_a1_garden_jukebox01.wav
and still_alive_guitar_cover.wav
have soundscript entries. However, they are not used by the entities that play the music, which instead reference the WAVs directly.
Unused Voice Lines
Old Turrets
To do: Upload these. |
The turrets that appear in the Old Aperture portions of the game actually have voice lines! However, turrets cannot be changed from their default voices without replacing them entirely, thus these lines go unused. They can be re-enabled with modifications to the game files, but the turrets in the official Old Aperture maps will not use them. They can be heard by placing an old turret in a custom map, or from modern turrets (because they replace the default lines, as stated previously).
Virgil
Sound | Filename | Transcript | Notes |
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virgil_36.wav
|
"Good, you got around that. There should be an override switch on the wall. If you pull it, it will open the door!" | This line isn't technically unused, but it only triggers if you wait around for 30 seconds in the room with the switch after you fling past the turrets in Past Power. Since most players would just flip the switch immediately, it's unlikely that this line would ever actually be heard. | |
virgil_41.wav
|
"So, there's two ways out of that room. Both are on catwalks up near the top of the room. Consider yourself lucky; they seem to still be intact...mostly, unlike everything else down in this pit. There's a connecting bridge to the next testing tack over there." | Placed with the lines in Past Power, but it doesn't match any room in that map, suggesting there was an area in the map which was removed. The English subtitles add "Go through there" after "pit". | |
virgil_109.wav
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"Excellent! I knew you could do it! The door should just open by itself now." | The logic_choreographed_scene entity that plays this line is present in Concepts. It's never triggered, however, rendering it unused. The line is fitting for this chamber, as Virgil comments on Mel’s inability to open doors at the start of the test. It can be triggered manually using the console command ent_fire cs_virgil_109 start while in the map.
| |
virgil_113.wav
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"Oh, look! You can get out through there! There's a door to another testing track." | Also present in Concepts but never triggered. The second puzzle (where the entity is positioned) does have a door to another testing track, which AEGIS moves out of the player's reach. The line can be triggered manually using the console command ent_fire cs_virgil_113 start while in the map.
| |
virgil_139.wav
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"Gaah, he's onto you again. Keep moving!" | The entity for this line is present in Transition. It's set to trigger after AEGIS' "target reacquired, scanning recommencing" line - except that that line isn't set to trigger, causing both to go unused. | |
virgil_179.wav
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"Just down there should be your way out." | Placed between the lines for TB Over Goo and Two of a Kind. Neither map references it, and there's no place it would really fit there. | |
virgil_184.wav
|
"We're getting closer and closer to the production facilities. AEGIS is secured behind a whole series of safety protocols, one of them being a custom turret production facility. It makes new turrets all the time to make sure that his defense is as up to date as possible." | The entity for this line is present in Destroyed but never triggered. Of note is that this chamber has no entrance lines. This line, along with the following two, can be triggered manually using the console command ent_fire cs_virgil_184 start while in the map.
| |
virgil_185.wav
|
"Looks like AEGIS is still pumping up the toxic goo out of the salt mines. It's flooded the lower chambers and is rising fast. We don't have much time. We've got to stop it." | Set to trigger after the previous line. | |
virgil_186.wav
|
"Nice, the compile finished. Let's see... this is the final working test chamber. The next one is broken, but it should give us an opportunity to get to AEGIS. We might need to go through a cube production facility first though." | Set to trigger after the previous line, with a delay. | |
[none] | [none] | "Ah! There, try that." | This line doesn’t actually exist in the files, as it would have been included in the ending movie's audio had it not been removed. However, the subtitles can still be found. Likely referring to the 2056 sticky note based on its placement. |
AEGIS
Sound | File )name | Transcript | Notes |
---|---|---|---|
audio 11_bip.wav
|
"Intrusion alert in Aperture Employee Guardian and Intrusion System. Threat level of unknown mechanical infiltration No. 1: Maximum" | Placed right before "activating AEGIS firewall". It was probably meant to be used there, although it isn't referenced in any maps. | |
audio 18_bip.wav
|
"Target reacquired, scanning recommencing." | The entity for this line is present in Transition but never triggered. The line, along with virgil_139 , can be triggered manually using the console command ent_fire cs_aegis_18 start while in the map.
| |
audio 26_bip.wav
|
"Biological scan initiated. Seeking one organic target at threat level 100%." | Placed right before "tracking on target failed, heavy organic interference". It was probably meant to be used there, although it isn't referenced in any maps. | |
audio 41_bip.wav
|
"Server capacity degrading. 50% online." | Various lines intended for the AEGIS boss fight. | |
audio 42_bip.wav
|
"25% of server power remaining." | ||
audio 44_bip.wav
|
"Activating additional traps." | ||
audio 45_bip.wav
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"Withdrawing additional turrets." | ||
audio 47_bip.wav
|
"Security placement offline" | ||
audio 48_bip.wav
|
"Final security breached." | ||
countdown_7m.wav
|
"Lethal oxygen concentration in t-minus 7 minutes." | Additional countdown lines for the AEGIS boss fight. The final game starts the countdown timer at four minutes in Advanced Mode and six minutes in Story Mode. | |
countdown_8m.wav
|
"Lethal oxygen concentration in t-minus 8 minutes." |
The Portal series
| |
---|---|
Windows | Portal • Portal 2 (Prototype) • The Lab • Aperture Desk Job |
Linux | Portal • Portal 2 (Prototype) • Aperture Desk Job |
Xbox 360, PlayStation 3, Mac OS X, Nintendo Switch | Portal • Portal 2 |
Related | |
Windows | SteamVR Performance Test (Prototype) • Tag: The Power of Paint • Aperture Tag: The Paint Gun Testing Initiative • Portal Stories: Mel • Exposure |
Mac OS X | Aperture Tag: The Paint Gun Testing Initiative • Portal Stories: Mel |
Linux | Portal Stories: Mel |
See Also | |
Half-Life |
- Pages missing developer references
- Games developed by Prism Game Studios
- Pages missing publisher references
- Games published by Prism Game Studios
- Windows games
- Mac OS X games
- Linux games
- Pages missing date references
- Games released in 2015
- Games released in June
- Games released on June 25
- Games with unused code
- Games with hidden developer messages
- Games with unused graphics
- Games with unused music
- Games with unused sounds
- Games with unused text
- Games with revisional differences
- Fan games
- Fan games without approval
- Works In Progress
- To do
- Portal series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Cleanup > Works In Progress
Games > Fan games
Games > Fan games > Fan games without approval
Games > Games by content > Games with hidden developer messages
Games > Games by content > Games with revisional differences
Games > Games by content > Games with unused code
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused music
Games > Games by content > Games with unused sounds
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Prism Game Studios
Games > Games by platform > Linux games
Games > Games by platform > Mac OS X games
Games > Games by platform > Windows games
Games > Games by publisher > Games published by Prism Game Studios
Games > Games by release date > Games released in 2015
Games > Games by release date > Games released in June
Games > Games by release date > Games released in June > Games released on June 25
Games > Games by series > Portal series