[SP] Chamber 17 [R2 - Second Release]
### Chamber 17 [R2 - Second Release]
Chamber 17 from the original Portal game reconstructed by Glados to incorporate new testing elements. Excursion funnels, Thermal Discouragement Beams and Panels.
Because of the removal of the High Energy Pellet (which I hated anyway), I have had to change the configuration around abit. Its not a direct copy of Chamber 17 but is only just loosely based on it.
--UPDATE--
This is the Second Release (r2) version of the map. It contains a much harder playthrough experience and refined mapping. R2 was release due to feedback from the TWP community. If you want an easier map download the latest version and omit 'r2' from the map command. I have incorporated most feedback; special thanks to: Kibate, SeriousMoh, xdiesp, mickyficky.
I am aware there are still numerous graphical glitches. To fix I would have to spend alot of time completely remodling. I would rather put these new skills into creating a newer better map. This map will remain as-is in terms of graphics. Sorry. :'(
**
R2 Screenshots:**
http://i51.tinypic.com/20sa7fs.png
R2 YouTube Playthrough: (Spoiler Warning! Download and play the map first!)
Coming Soon!
Original Screenshots:
Original YouTube Playthrough: (Spoiler Warning! Download and play the map first!)
http://www.youtube.com/watch?v=yCJvHOLvKoc
**Any questions or comments are appreciated. Please don't hestiate to ask.
Installation:**
1: Download .zip file using links above
2: Unzip .vpk to desktop
3: Create a folder in 'C:\Program Files (x86)\Steam\steamapps\common\portal 2\portal2' called 'addons'.
4: Place your .vpk file inside the addons folder.
5: Launch/Restart Portal 2 through Steam
6: Open the console by press the '~' key.
7: Type "map chamber17" (without quotes). Enjoy!
**
Changelog:**
Version 2.0 (R2):
-Fixed multitude of solid and texture problems.
-Fixed some puzzle workarounds.
-Fixed clipping and lighting bugs.
-Replaced clipped blocks with Panels.
-Replaced main chamber floor button with timer.
-Less portable surfaces in main chamber, increasing difficulty.
-Completely remade second laser trial.
-Increased difficulty of 1st and 3rd laser trial.
-Increased difficulty of Panel Fling room. Added danger field.
-Added autosaves, and fling room access bridge for reentry.
-Replaced crib button with incinerator. Portal 1 esque.
-Lasers replace with Thermal Decapitation Lasers. (Yay/Nay? - Let me know.)
Version 1.1:
-Added Cheating Discouragement Panels in the Main Chamber. http://i.imgur.com/k65mE.png
-Changed hole dimensions in the 'Crib Room' to make detection easier. http://i.imgur.com/3dm2h.png
-Fixed a few texture and light panel issues.
Version 1.1
-Initial release
File Name: Chamber 17 R2.zip
File Size: 4.9?MiB
EDIT: Got some problems to auto-completition of new maps names, now is working.
1: Download .zip file using links above
2: Unzip .vpk to desktop
3: Create a folder in 'C:\Program Files (x86)\Steam\steamapps\common\portal 2\portal2' called 'addons'.
4: Place your .vpk file inside the addons folder.
5: Launch/Restart Portal 2 through Steam
6: Open the console by press the '~' key.
7: Type "map chamber17" (without quotes). Enjoy!
the second puzzle was a problem though, stepping on it to flip it never worked for me, so i had to flip it outside of the room by throwing it around and then someway or another get into back into the chamber.
Well, the part in portal 1 was equally stupid XP
The new puzzle in part4(where you had shoot the cube and then yourself through the hole in the wall) was kinda fun, and i was able to solve part of it easier than in the playthrough
In the very last part i didn't know what to do so i somehow was able to throw(after several tries) to just throw it in. I didn't see the hole in the glass at all! Could have made it a bit more obvious.
All in all a good map but needs some work.
p.s.: i didn't knew how to open VPK files either, but i used google for help

Version 1.1:
Added Cheating Discouragement Panels in the Main Chamber. http://i.imgur.com/k65mE.png
Changed hole dimensions in the 'Crib Room' to make detection easier. http://i.imgur.com/3dm2h.png
Fixed a few texture and light panel issues.
Of course, trying to beat this game as fast possible this happened at the end XP

i guess nothing you can do about that though haha
I got some messages from another forum saying "I didn't get to euthanize it!
". I might swap out the button for a fire pit >:D. Yay/nay?
Anyway guys thank you SOOOOOO much for the feedback. I really appreciate it alot! I have been at home sick as a dog this last week so I have had all day to work on it. Put a solid 80 hours total into it and it's all worth it when people enjoy it!
Didn't read the description before playing it, so got a nice surprise, when i realised that you used some designs from the old portal game. Good stuff!
Quote:
Oh I see what you did there. That my fault sorry. I forgot to put in the OP that I am not a Valve employee. I don't have to follow their strict rules when it comes to making maps. I honestly could not be fucked sitting there aligning textures all day for a bunch of nitpicking idiots I have never met on a stupid forum. Maybe if you standards werent so high you might actually enjoy it instead of claiming little things like that as errors. If you don't like the map then good,don't play it, but it's my map and I'll make it how I want. As for the diagonal sections, why don't you actually download and play the map, play chamber 17 on Portal 1, reread my original post, and fucking educate yourself!
So I read your superrage over at myaplabs and I have to say - they are 100% right about the visual issues with the map, and you are completely blowing shit out of proportion.
Having misaligned textures is a Big Deal. You should fix it because it looks like trash. You should use panels instead of clipped surfaces if, for no other reason, they add a lot of visual appeal to the map. I don't care if Chamber 17 in Portal 1 used angled brushes. And you know what? They looked like garbage there too.
I also find it humerus that you say they have "impossibly high standards", when we delete maps that are clearly garbage and they don't. Your map isn't total shit, but your unwillingness to put that extra spit-shine on things as Level Design 101 as simple texture alignment really speaks volumes.
mAL is like: "It's ghey. Looks crap so I didnt bother downloading"
TWP is like: "Downloaded and play. Tons of fun. But there is a few things you may want to change."
If you don't believe me look at the first like 5 posts in this thread and that thread. And the textures are aligned as best I can, as I couldn't find any 'how-to' on it I give the whole map a once over.
I haven't gotten around to playing this myself yet, but I don't sugarcoat when a map looks bad. I expect most other people here don't as well; "not kissing ass" is the culture I have worked very hard to develop. Looking at the screens, I definitely noticed the clipped brushes and the shockingly obvious texturing problems. I'm kind of surprised that xdiesp didn't mention it because he's about as much of a hard ass about the little details that I am.
But my point is that when someone tells you there are problems or things look bad, you might want to either 1.) fix the problem or 2.) justify why you don't feel it's necessary to fix them (protip: "I don't want to spend the time fixing textures" is not a valid justification; it's laziness). And you don't want to throw a hissy fit when someone tells you these things. Nobody told you "it looks like crap so I didn't bother downloading", Grox and Smasher told you/pointed out the misalignments in detail, and you flew off the handle.
The puzzles are nice although the cube flipping can be disputed. I would at least increase the height of the ceiling in that place so you can properly jump on the cube. I'd remove it altogether and do some other puzzle in there... jumping on a cube hardly qualifies anyhow. Also I had trouble seeing exactly how the anti-cheat panels worked, they just seemed to go up and down at random.
The flinging part was hard but doable, I liked it. Far too few interesting flings around.
The last part (flinging the cube) works fine too (played the fixed version), the cube landing on the edge is a pain though. Why not add a funnel at the top of the ceiling, autocentering the cube?
Instead add a cube recepticle before that room, a fizzler and a new dispenser (walking back and doing the flinging again seems a little punishing for a physics fail).
All in all a very nice map. Keep up the good work.