Source Void
Connected manifest between source games
Portal and portal RTX linked as if portal rtx is purely a graphical and engine change under a fundamentally identical world
Manifold space?
- Properties
- Contains maps in various positions, with Bedrock at the bottom
- Can cross the void between maps
- Maps are unsealed: you can fall off maps and into others
- Maps have no skybox but show black fog instead of the source smear
- Connection
- ILF: Given the right conditions, a game instance can "connect" to the "Voidside"
- ILF: No visible difference except other maps are there. (So this doesn't explain Dark Levels.)
- Methods of interacting
- The Interloper is in the void and using the INTERLOPE command can indirectly fetch data from the void.
- There used to be features to push data but those are no longer functional.
- At least some Type 5 demos definitely take place in the void
- After F11 all source runtimes are connected to the void. Characters in Xemu are able to reach the void directly while all other runtimes have Display Issues.
- Presumably this is induced by something (predating F11) and would not work in normal gameplay, since falling out of the world can be done with normal glitches and people don't land on maps.
- Able to directly see and interact through Locations/Ordinance/ordinance
- EMInterloper8: Eida was able to upload maps with the INTERLOPE command until 2012
- Indirect visibility via Cube Capture
- The Interloper is in the void and using the INTERLOPE command can indirectly fetch data from the void.
Void locations do not map 1-to-1 to map files because we see axlvote twice in SKYCRASH/ILF
Void locations do not map to runtimes because Portal crashes while hosting freespace06_v1 in SKYCRASH
Odd pattern of maps existing a short drop away from themselves:
This may or may not be the same space as the Demo Void.
- For:
- Shares property of maps connected across space
- Uses the same Design Language/Visualization
- Economy of narrative
- Void Probes from the demo void are present
- Against: