Any portal map will have to be monsterless and doorless, as well as other details: everything steve_e just mentioned is true. But recall that the point of the maps in Portal is not combat, but puzzles. We're trying to make the player think more. I'd like for it to be compatible with everything you mentioned, but without modding, it's just not possible.
I don't think it'd actually take that amazing of a coder to make some changes to be more Portal-y. I'm no programmer, but the bulk of the changes would be single-liners: line 143 of entities.h would be the main edit to preserve velocity across teleports. From there it becomes a matter of combining the existing entities (easiest way would be to copy them and then start adding) and ensuring that the exiting orientation is drawn from the orientation of the parent polygon.
If you wanted to get into the really cool parts of Portal (the energy balls, the companion cube), it'd be a matter of adding two new monsters with some very extreme properties. Remember that monsters already use teleports, so the biggest hitch would making the energy balls go straight and making the companion cube carryable (abuse your companion into the position you want it to be?)
I got angry at you because you were presuming that your content was superior to mine.
You said I was screwing up. Nice way to start, insulting me, that'll really make me listen.
You call my script neither fun nor useful. What did I do this for then, why are you bothering if my content is not fun or useful?
You then go so far to presume to demand that I use your version over my own. Why should I bow to your design? If it's that different, make your own submission: Quadropolis is a big place, and there's gotta be more than one way to do this.
I'm not going to say I wasn't abrasive to you, but namecalling is realy helping.
-I'm not sure what version of Sauer you're using (I'm on Assassin), but in FFA, SP, DMSP, and all the other gamemodes the showgui command works just fine for me. If you deleted the "2" from the end of the command it won't show, but I can't help you with that, every version I've released has worked in that regard.
-Cube Forum >> Quadropolis. I've been posting on the forum since before Quadropolis was even begun.
-This is a perfectly valid difference of opinion. If you've made an example map of this method in action I would be most interested to see it: we can't know until we try them both. I'm sticking with the two together just because trying to think up maps with them separated makes my head hurt. Right now I'm just working on maps that allow you to move both portals: this alone is killing me, and if I let each of those be separated my brain would leak out.
-The breakline included in your version was a bug from the previous version I had put out: I had fixed it and then you put it right back in. It causes unexpected behaviour: additional playtesting reveals this quickly enough. It makes me mad that you put the bug back in because it shows that you did not playtest very much, you just assumed that your version was better.
I'm inviting everybody to contribute, but I'm reserving the right to not include stuff. I guess I should have spelled that out ahead of time: just because you made something doesn't mean I have to stick it in.
Edited by Quin: Please try to solve differences of opinion without resorting to public arguments, and try to use more appropriate language.