Testchamber 14 Remake

by KKiONI · Uploaded May 03, 2012

Screenshot 1

File Size: 3.51 MB

Downloads: 153

Rating: (4 votes)

Description

A level inspired by the level originally in Portal 1, but with a new twist! Additional Screenshots: Hallway Cube Room Laser Room

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KKiONI • May 03, 2012 • #57001
21 posts

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

UsCobra11 • May 03, 2012 • #57002
272 posts

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.

Logic • May 03, 2012 • #57003
298 posts

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

KKiONI • May 04, 2012 • #57004
21 posts

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

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.

Logic • May 04, 2012 • #57005
298 posts

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

toaster • May 05, 2012 • #57006
28 posts

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

GLaDOS CUBE • May 05, 2012 • #57007
163 posts

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

KKiONI • May 05, 2012 • #57008
21 posts

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!

Logic • May 05, 2012 • #57009
298 posts

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

KKiONI • May 05, 2012 • #57010
21 posts

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

Logic • May 05, 2012 • #57011
298 posts

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

No problem. Glad I could help. And I got to show off my EPIC paint skills in the process

Logic • May 06, 2012 • #57012
298 posts

Tell me when the level is updated so that I can see my idea. MOHAHAHA!

resul4e • May 07, 2012 • #57013
1 posts

I also found a bug:

when I got the cube and walked to the button it didnt trigger the autosave and the wall didnt pop out so the first time it was impossible for me to finnish the level luckely Im not that good and fell into the water. If you dont believe me I have footage of it(was testing fraps for the first time ) but Im too lazy to upload it onto youtube if you dont need it

but the game`s astethic is like the first portal and is great. but the idea mentioned above is maybe a bit better.

KKiONI • May 07, 2012 • #57014
21 posts

@resul4e: I figured out what causes the glitch: there is a trigger that enables another trigger where the cube is, but it only extended to the second step. A slight extension of the trigger zone should patch that right up. Thanks for point that out

@Logic: I've successfully shifted the layout. Only things holding me back are some various tweaks/additions that came to mind and dealing with stubborn overlays to spruce up the level some more. I may be able to get the new version up tonight hopefully

EDIT: Done. New version has been uploaded. Test away

Djinndrache • May 09, 2012 • #57015
1,442 posts

Even though actually all rooms look different, you can still recognize testchamber 14 within this map. Good job.

45neJJcCdP8
(Link: http://www.youtube.com/watch?v=45neJJcCdP8)

KKiONI • May 11, 2012 • #57016
21 posts

Djinndrache wrote:
Even though actually all rooms look different, you can still recognize testchamber 14 within this map. Good job.

(Link: http://www.youtube.com/watch?v=45neJJcCdP8)

Thanks, I'm glad to hear that

Also, the map is now available on the Steam Workshop: Steam Workshop :: Testchamber 14: Revisualized

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