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[WIP] [WIP] Testchamber 14 Remake

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A level inspired by the level originally in Portal 1, but with a new twist!

Additional Screenshots:
Hallway
Cube Room
Laser Room

File Name: sp_testchamber14_v0r14.zip
File Size: 3.51?MiB
Testchamber 14 Remake

I really like the idea of replicating the chamber, but adding something new. Interesting. Also, I had no memory of this chamber in the first portal because everyone knows you can just fling up to the exit door xD so it felt like a new map, in a sense. enjoyed it.

My Hammer Maps
[Released] Power Interference
[Released] Rust and Dust (Spotlight Map!)
[Released] Multiportal

Nice remake, but it's a bit smaller than the original. It also doesn't have all the portal surfaces in the first room which makes it a bit tedious to move around. Also, you can get stuck by bringing the cube to the laser room, portal yourself out of there and fire the other portal somewhere in the main room. Might wanna fix that somehow :P

Never use Logic to solve a puzzle, he's an idiot...
Logic wrote:
Nice remake, but it's a bit smaller than the original. It also doesn't have all the portal surfaces in the first room which makes it a bit tedious to move around. Also, you can get stuck by bringing the cube to the laser room, portal yourself out of there and fire the other portal somewhere in the main room. Might wanna fix that somehow :P

Yeah, I'm aware of that stuck flaw. I've been trying to figure out some sort of logic that could detect that state when it happens, but I haven't been able to figure something out yet.
Concerning the surface changes, the main reason the laser room contains mostly non-portalable surfaces is so another method to get stuck can be avoided. In the first game, when the cube was brought beyond a the button, the door would break, but in my remake, the cube needs to come with you. However, if I figure out a way to fix the flaw mentioned in the first paragraph, this would change as well.

Out of curiousity, what are everyone's thoughts on the looks of the map? I decided to try and go for a randomized tile look for the walls; I personally liked it, but I would definitely like to hear someone else's words on it.

KKiONI wrote:
Out of curiousity, what are everyone's thoughts on the looks of the map? I decided to try and go for a randomized tile look for the walls; I personally liked it, but I would definitely like to hear someone else's words on it.

I'm sort of neutral on this question. It isn't ugly in any way, it works, but it isn't that good looking either. But hey that's just me. I like my maps clean and symmetrical :P

Never use Logic to solve a puzzle, he's an idiot...

I've played your map. It looks good. I like the random tiles, but you should really get rid of this flashing lightbridges. They don't add anything to the puzzle and they are really frustrating. My opinion, others (who didn't die twenty times there) may like it.
I also liked the stairs rising up from the ground.
This map has good clean looks, but the puzzle is way to easy.

KKiONI wrote:
Assistance in need: There is one issue my map design has encountered and if anyone can help me out here that would be fantastic. Basically, when in the final stage of the puzzle, firing the incorrect portal will cause the cube to be locked in a room that cannot be reopened. If anyone knows how to create a system that can detect that state, it would be greatly appreciated if it can be shared.

You could just make a cube dropper with a button on the ledge where the cube can be found. That way the player can just grab a new one whenever he wants.

My rating:
For the appearance - 4/5
For the puzzle - 2/5

Quote:
but you should really get rid of this flashing lightbridges. They don't add anything to the puzzle and they are really frustrating.

Frustrating? That was the best part :D

Thank you for the feedback :)

toaster wrote:
but you should really get rid of this flashing lightbridges. They don't add anything to the puzzle and they are really frustrating. My opinion, others (who didn't die twenty times there) may like it.

I had a feeling this may pop up. My friend echoed similar concerns.
I don't think I will remove them though as they were added to replace the platforms that submerged into the goo in the original level. However I will take the advice my friend gave me and perhaps slow down the time it takes to switch between lightbridges as well as tweak the autosave locations so that part is not as tedious.

toaster wrote:
You could just make a cube dropper with a button on the ledge where the cube can be found. That way the player can just grab a new one whenever he wants.

I think I just might do that instead for the time being. Thanks :)

My schedule is a bit tight right now, but I should be able to roll out a new revision very soon. Thanks for all the feedback so far!

KKiONI wrote:
I had a feeling this may pop up. My friend echoed similar concerns.
I don't think I will remove them though as they were added to replace the platforms that submerged into the goo in the original level. However I will take the advice my friend gave me and perhaps slow down the time it takes to switch between lightbridges as well as tweak the autosave locations so that part is not as tedious.

I would do this:

Have the 2 light-bridges go the other way and add a platform in the middle. Keep the timer and center everything in the middle. Would remind people more of the actual test chamber from Portal 1 :)

Image

Never use Logic to solve a puzzle, he's an idiot...

That's brilliant! I definitely like the layout more. Definitely more reminiscent of the original level too. Thank you for the suggestion! :)

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