by TimTim » Sun Jul 28, 2013 12:59 pm
Actually the direction of some portals that everyone got used to over the years wasn't at all how the map makers intended. When they made the maps, there's about a 99.999% chance they had just tested it in single player without UTPure, as that's the way UnrealEd is set up when you choose "Play Level".
There's a bug in either UTPure (or possibly even the default online play) where it reverses your view rotation when it shouldn't, at least when compared to testing it via UnrealEd.
An unintentional side effect of making the lagless portals in newnet was that the portal direction matches exactly what the map maker designed when they created the map. No one reversed the portals on Diamondsword; it's just how it ended up when the bug with the direction was fixed. And I'm not going to reintroduce that bug because it would be retarded to do so, so don't ask.
Also, I've noticed a lot of people waiting to dodge until after they've passed through a portal, likely because the original portals caused you to warp (massive screen tearing) if you dodged through them. But with the lagless newnet portals you can dodge into portals as you pass through them with no warping/screen tearing whatsoever.