8/12/2019 Is Portal 1 Multiplayer
Yes, when the player builds an appropriate frame and lights it with flint and steel or a fire charge
This article is about the structure. For the block that provides the teleportation, see Nether Portal (block).
A nether portal is a manufactured structure which acts as a gateway between the Overworld and Nether dimensions.
Creation[edit]
A nether portal is built as a vertical, rectangular frame of obsidian (4×5 minimum, 23×23 maximum). The four corners of the frame are not required, but portals created by the game will always include them. The obsidian can be placed in any manner, e.g. by placing mined obsidian or by casting it in place using lava and water. Adjacent nether portals can share obsidian blocks. It cannot be built horizontally like an End Portal.
Once a frame is constructed, it is activated by fire placed inside the frame. This creates portal blocks inside the frame, resembling a vortex. The fire can be placed in any manner, including use of flint and steel or a fire charge, impact of a ghast or blaze fireball, or natural spread of fire to flammable material adjacent to the portal. Nether portals cannot be activated in the End.
When a portal is used, if no corresponding portal within range exists in the other dimension, one is created there: see § Portal search and creation.
Behavior[edit]
Main article: Nether Portal (block)
When a player in the Overworld or the Nether stands in a nether portal block for 4 seconds, the player is taken to the other dimension. The player can step out of a portal before it completes its animation to abort the teleport. However, in Creative, there is no wait time - the player will immediately transfer between dimensions. If there is already an active portal within range (about 128 blocks) in the other dimension, the player will appear in that portal. Otherwise, a portal will be created at or near the corresponding coordinates. If a portal is deactivated, and the matching portal in the other dimension is used before it is re-activated, a new portal may be created (not if there is another, active portal within range). The usual case for this is a when the player's Nether-side portal is deactivated by a ghast, and then the player dies in the Nether, spawns and then re-enters the Nether through the Overworld-side portal. However, multiple portals can be exploited to farm obsidian.
Most entities can travel through portals, including mobs (except the wither and ender dragon), thrown items, and transportation without passengers (neither mobs nor player), including boats, minecarts and horses. Storage minecarts and powered minecarts can pass through. Note that in the Legacy Console Edition, wolves will not travel through portals after a player but can be pushed through.[verify] Thus, inter-dimensional railways are limited to cargo. Note that mobs have a much longer 'cool-down' time than the player, so they can't go back for 300 game ticks (15 seconds), by which time they likely will have wandered or been led away from the portal. If the chunk on the other side of the portal is not loaded, entities passing through (including projectiles) will effectively be held in suspended animation until the chunk is loaded.
Zombie pigmen have a chance to spawn on the bottom frame of the portal in the Overworld if any nether portal block above receives a block tick. They spawn twice as often on Normal difficulty as on Easy, and three times as often on Hard difficulty as on Easy. No other mobs can be spawned by nether portals in this way, in any dimension.
Chunk loading and time[edit]
When a player leaves a dimension, the surrounding chunks in the origin area get unloaded, unless there's another player nearby to keep them loaded. This effectively stops time in the origin dimension, until a player returns and the chunks are reloaded. This affects all ongoing processes, including animal and plant growth, furnace smelting, brewing, and even primed TNT. This also means that when dying in the Nether (and respawning in the Overworld), your items will remain (lava and fire notwithstanding) until 5 minutes after that chunk of the Nether is loaded again.
Portal linkage between Overworld and Nether[edit]
The closest portal to the corresponding location receives the player.
A new portal is generated in the closest empty area if no portal is found in range.
Coordinate conversion[edit]
Horizontal coordinates and distances in the Nether are proportional to the Overworld in a 1:8 ratio. That is, by moving 1 block horizontally in the Nether, players have moved the equivalent of 8 blocks on the Overworld. This does not apply on the Y-axis. Thus, for a given location (X, Y, Z) in the Overworld, the corresponding coordinates in the Nether are (floor(X ÷ 8), Y, floor(Z ÷ 8)), and conversely, for a location (X, Y, Z) in the Nether, the matching Overworld coordinates are (floor(X × 8), Y, floor(Z × 8)).
The Java floor() method used in these conversions rounds down to the largest integer less than or equal to the argument (toward smaller positive values and toward larger negative values), so a coordinate of 29.9 rounds to 29.
Both the X and Z coordinates in this conversion are constrained to be between −29999872 and 29999872 (inclusive); this affects travel to the Overworld from the Nether at X or Z beyond ±3749984.
In the Legacy Console Edition, the ratio depends on the world size: 1:3 for classic (which includes all worlds on PS3 and Xbox 360) and small worlds, 1:6 for medium, and 1:8 for large.
Portal search and creation[edit]
Portals do not permanently 'remember' what portal they are linked to in the other dimension, but instead perform the following whenever a portal is used by a player:
First, if the portal block in which the player is standing has been used recently, then it will re-use the destination that was chosen the last time; in this sense, portals do 'remember' their linked pairs, but only for about 15 seconds (300 game world ticks, or 150 redstone ticks). One side effect of this behavior is that the cached destination is not validated before being re-used, so if a player travels through a portal and immediately deactivates it on the other side, other players can still follow them through for the next 60 seconds and appear at the same destination, even though there is no longer an active portal there. After 60 seconds have passed without anyone using the same origin portal, the cached destination will expire.
If the player's origin portal has not been used recently, then a new destination will be computed. First, the game converts the entry coordinates into destination coordinates as above: The entry X- and Z-coordinates are multiplied or divided by 8 (or 3) depending on direction of travel, while the Y-coordinate is not changed.
Starting at these destination coordinates, the game looks for the closest active portal. It searches a bounding area of 128 horizontal blocks from the player, and the full map height (128 for the Nether, 256 for the Overworld). This gives a search area of 257 blocks by 257 blocks, at the full height of the dimension being traveled to.
An active portal for this purpose is defined as a portal block which does not have another portal block below it; thus, only the lowest portal blocks in the obsidian frame are considered. A single portal block generated in and placed using server commands would be a valid location.
Portal 1 Online
If a candidate portal is found, then the portal will teleport the player to the closest one as determined by the distance in the new coordinate system (including the Y coordinate, which can cause seemingly more distant portals to be selected). Note that this is Euclidean distance, not taxicab distance. The distance computation between portals in range is a straight-line distance calculation, and the shortest path will be chosen, counting the Y difference.
If no portals exist in the search region, the game creates one, by looking for the closest suitable location to place a portal, within 16 blocks horizontally (but any distance vertically) of the player's destination coordinates. A valid location is 3×4 buildable blocks with air 4 high above all 12 blocks. When enough space is available, the orientation of the portal is random. The closest valid position in 3D distance is always picked.
A valid location exactly 3 wide in the shorter dimension may sometimes not be found, as the check for a point fails if the first tried orientation wants that dimension to be 4 wide. This is likely a bug.
If the first check for valid locations fails entirely, the check is redone looking for a 1×4 expanse of buildable blocks with air 4 high above each.
If that fails, too, a portal is forced at the target coordinates, but with Y constrained to be between 70 and 10 less than the world height (i.e. 118 for the Nether or 246 for the Overworld). When a portal is forced in this way, a 2×3 platform of obsidian with air 3 high above is created at the target location, overwriting whatever might be there. This provides air space underground or a small platform if high in the air. In Bedrock Edition, these obsidian blocks are flanked by 4 more blocks of netherrack on each side, resulting in 12 blocks of platform.
Because the Nether is limited to 128 high, the search algorithm will neither find nor create portals at or above Y=128 in the Nether. Therefore, for a portal in the Nether to be found, its lowest portal block must be at or below 127. Any portal blocks above that are ignored by the algorithm. Portals may be found or created above Y=128 in the Overworld if there are no closer portals or valid locations.
Once coordinates are chosen, a portal (always 4×5 and including the corners) including portal blocks is constructed at the target coordinates, replacing anything in the way.
If a portal is forced into water or lava, the liquid will immediately flow into the generated air blocks, leaving the player with no airspace. However, a glitch can prevent this water from flowing into the portal: if liquid would flow both vertically and horizontally into the air pocket, it instead flows only vertically, so the blocks on the platform's outer corners never become water source blocks.
Achievements[edit]
Main article: Achievements
Advancements[edit]
Video[edit]History[edit]
Issues[edit]
Issues relating to 'Nether portal' are maintained on the bug tracker. Report issues there.
Gallery[edit]
Trivia[edit]
Publicity[edit]
References[edit]
External links[edit]
Retrieved from 'https://minecraft.gamepedia.com/index.php?title=Nether_portal&oldid=1398980'
Return to Aperture for further testing. Our Portal 2 Walkthrough provides a walkthrough for story mode, tips for co-op, and unlockables.
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What's New:
The Courtesy Call
This first chapter will introduce you to the basic controls of the game and return you to the beginning areas of the original Portal. Listen to the Announcer and Wheatley's instructions to get through the first movement tutorial. Once gaining full control, you will still be missing a portal gun; however the system will automatically form portals for you. Move through the orange portal on your left and then right through the door to the next passage. Here, grab the cub that drops and place it on the red pad, which will open the door to the next area. Take the elevator down to the first level of testing.
Floor 1
Because you still lack a portal gun, you will need to hit switches to turn on blue portals. There will also be an orange portal placed behind you. First hit the switch on the right and enter the portal to grab the cube. Return to the center and hit the left button, allowing access to the red pad. Enter the orange portal and leave the cube on the pad to unlock the door. Return back into the center and press the middle button to place the last blue portal. Take the orange portal again to reach the exit.
Floor 2
Start by moving forward to the portal gun stand. The ground will break below you, causing you to fall into the waters below. Move forward up the short stair case to gain the blue portal gun. Fire a blur portal and exit through the generated orange portal. Move right and head down the corridors until located the next automated orange portal. Fire a blue portal and exit through the orange one. Turn to the left and fire another blue portal near the exit. Backtrack through the orange portal and arrive at the exit.
I found this part of the game to be very fun as I found a couple of mixed abilities that I liked the most. This is one of my favorite and unique Kirby games out there and I recommend you should try it out. The fun doesn't stop there as this game also has 3 multiplayer mini games, a sound test, boss battles and a replay theatre. Baixar pokemon cristal shard.
Floor 3
Head down into the pit and fire a blue portal. Grab the cube that falls below and carry it through the portal. Drop off the cube on the red pad to unlock the door to the next area. In this room, fire a portal down the pit to the right. Grab the cube from there and enter the portal. Drop the cube down to the main area and fire a new portal to the second cube on the opposite platform. Head backwards and pick up the second cube through the portals and drop down. Place both cubes down to unlock the door ahead. In this next room place another blue portal to move through the orange portal on the roof. Move ahead and reach the elevator to the next floor.
Floor 4
Place a blue portal on the floor and exit from the already placed orange portal. Press the switch on the right and form a portal below the cube that drops. Take the cube and place it on the red pad to the right. This will construct a set of stairs on the left. Climb up these steps and shoot a portal on the diagonal platform. Hit the switch on the left to release the cube and the switch on the right to prevent it from entering the water. Grab this second cube and place it on the red platform at the top of the stairs. Enter the now unlocked door to reach the next floor.
Is Portal 1 Multiplayer GameFloor 5
On this floor fire a blue portal to exit out the orange portal above. Look down the long pit and fire another blue portal. Drop down and use the speed of the fall to propel you to the other side. Look down the hole to the left to locate a cube. Fire a portal here to release the cube back to the pit area. Hop back down and replace the blue portal at the bottom of the pit. Grab the cube and once again leap down below. Place the cube on the red pad on the right and enter the next room.
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