RubyCarbuncIe's Test Chamber 1
by RubyCarbuncIe · Uploaded May 19, 2011
File Size: 16.04 MB
Downloads: 2698
Rating: (25 votes)
Description
Okay so, this is my first map release for Portal 2 (well for anything Portal related, but that's besides the point) This map started out as a test to see just how many elements I could fit into a test while still making it a decent test. It turned out that I made two test chambers in one map. The elements I added into the map are: Excursion Funnels Lasers Fizzlers (In the chamber, not the start/finish fizzlers) Hardlight Bridges Repulsion Gel Propulsion Gel Ariel Faith Plates Death Field and of course Buttons and Switches Please tell me of any bugs you find while playing this map. To install place the map in the Portal 2/portal2/maps folder V2: Added Indicator lights Removed Hard Light Bridge from Chamber 2 Made the small platform near the end of Chamber 2 with a material that allows the Gels to pass right through it.
Comments
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Awesome. Very fun.
When I finished the first part, I was hoping for more, and I got it
In the last chamber, I liked all the different possibilities, and toys to play with.
Great map! Although, I think I cheated on the second part. The first cube you received I was able to light-bridge hop over to the ending section with. Didn't need the propulsion gel and didn't even bother getting through the laser door.
I like wear you're going with this though and the landscaping was very well done.
I did the same as chameleon, I used the funnel to get to the light bridge then portaled over to the cube picked it up, walked back to the light bridge, then set a portal so the bridge let me walk the cube all the way to the exit, didn't need either gel. Went back afterwards because I saw that side room and wanted to see what was in it.
Splendid map, worthy of the spotlight. I reached the exit by bringing a little blu gel by the small ending platform (hard).
I'm in the middle of my playthrough and I'll edit this with a more comprehensive review, but the first thing I notice is that you don't use those wires to show what the buttons/switches do. It's a pain in the ass to flick a switch and have to run around looking for what changed.
The changes made by switches should be visible, or there should be wires.
Thanks for the reviews! I'll have to edit the White walls and the light bridge (Thinking I may remove that bridge completely) I was so focused on how the map could be completed using only the Excursion Funnel that I forgot about the light bridge being used XD.
Also about the indicator lights, I didn't add them because of how far away most of the stuff is (Propulsion Gel Switch for example was really far away from the spawn). However I'll ad at least some for the cube droppers and stuff.
Again, thanks for the reviews. V2 may be released sometime next week.
RubyCarbuncIe: I didn't have trouble finding out what did what, but if not the dotted lines maybe icons or sound effects.
I think the indicator lights are necessary in the first chamber at least, where it really isn't obvious what they do.
The second chamber is really great as it is, all you have to do is remove the possibility of cheating with light bridges and stuff. Since you can see the effect of every switch from where you press it the lights aren't as important, but I suppose it wouldn't hurt adding them anyways =)
you can solve room 2 without gels. after getting cube ale you need is hard light bridge to simply walk to the exit
yeah i think i cheated accidently and didn't use gels (i thought it was a red herring!). Nice map though guess ill play it how it was "meat" to be solved
Your chambers look really well done, I like the use of plants and moving panels. Sadly few people bother.
Indicator lights would be a nice addition, I think they greatly improve gameplay because you can figure out what everything does without a trial and error approach. You can think before you act, which is in the portal-puzzle spirit. That is especially true with rooms the size you did, because it's a lot easier to miss what happens when you activate something.
Also a lot of you buttons lack the correct pictograms (the little images painted on the side) to highlight what the button does. Not a major problem, but it always makes the map look more professional.
Last chamber I also solved with the Hard Light Bridge and without using either gel. Couldn't figure out how to get to the switch behind the killfield and then didn't bother.
-D
I think you forgot to build cubemaps before uploading as I had to do that manually.
Other than that.. great job! The map looks amazing. Splendid use of props, textures, vegetation, broken walls and moving panels to add variation and atmosphere.
The puzzles were interesting to solve, although the last room has so many elements and various solutions that it becomes a tad bit easy in my opinion. It was fun though.
It's a nice map overall. Great for a first P2 map. 
Alright so I have been working on a V2 and luckily it's been going a lot faster than I expected. Sadly, however I cannot add indicator lights leading to the cube spawner in chamber 2 or the Gel spawners because of the distance. I have removed the bridge in the second chamber since it served no real purpose other than to look pretty.
Also @mickyfickey you get behind the kill field by Placing a Portal on the White Tile wall behind it.
I hope to release soon so the map can be fully enjoyed with out the use of glitches.
V2 has been uploaded! Thanks for your feedback to help make this map the best it can be.
Great map! Easy -- I burned through it without getting stuck at all -- but it looked great and was fun 
I was looking back at this one, to see decayed maps from before the competition.
I remembered it more varied, today the monochrome walls hit me negatively. But the ruins hanging around and especially the difficulty brought it back to shape: it's those puzzles which always have a required condition more to be solved, that tease you. Still valid!
I'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:
VR3dWHkN7uk
(Link: http://www.youtube.com/watch?v=VR3dWHkN7uk)
Also note the video description for more feedback and my signature for additional project information.
Awesome, this is a great map. Because there are so many elements in the room, it took me a long time to figure out, but once you do then it becomes obvious. That's what makes the best maps.
I've reuploaded this map to the workshop download it here:
http://steamcommunity.com/sharedfiles/f ... d=77559071
Okay so, this is my first map release for Portal 2 (well for anything Portal related, but that's besides the point)
This map started out as a test to see just how many elements I could fit into a test while still making it a decent test. It turned out that I made two test chambers in one map.
The elements I added into the map are:
Excursion Funnels
Lasers
Fizzlers (In the chamber, not the start/finish fizzlers)
Hardlight Bridges
Repulsion Gel
Propulsion Gel
Ariel Faith Plates
Death Field
and of course Buttons and Switches
Please tell me of any bugs you find while playing this map.
To install place the map in the Portal 2/portal2/maps folder
V2:
Added Indicator lights
Removed Hard Light Bridge from Chamber 2
Made the small platform near the end of Chamber 2 with a material that allows the Gels to pass right through it.
File Name: Portal 2 RubycarbuncIe\'s Test 1 V2.zip
File Size: 16.04 MiB
Click here to download RubyCarbuncIe's Test Chamber 1