Observation Rooms: Be accessible, or inaccessible?
1) because there is some irrelevant easter egg.
2) because in that room you can do something that will effect your puzzle, but doesn't make sense in a normal test track.
so good example: as in your back in time map, shutting down turret production
other good example: an observation room with a turret guarding the testchamber
bad example: a room where you have to press a button to activate a funnel 
MasterLagger wrote:
...and allow the player more freedom.
Me like freedom!!!
lpfreaky90 wrote:
bad example: a room where you have to press a button to activate a funnel
my bad my bad, geez.
baca25 wrote:
lpfreaky90 wrote:bad example: a room where you have to press a button to activate a funnel
my bad my bad, geez.
Didn't aim at your maps o_O it's just my two cents 
MasterLagger wrote:
... but I feel that there could be more done (employee lounges, lobbies, etc) and allow the player more freedom.
Yes, that would be nice, but the models for that simply doesn't exist. You could make them though. And well, more freedom is fun, more exploring is fun, but I'm afraid big bts area's where there's nothing to do aren't really worth the trouble, unless you put them in a big mappack/mod.
lpfreaky90 wrote:
Yes, that would be nice, but the models for that simply doesn't exist. You could make them though. And well, more freedom is fun, more exploring is fun, but I'm afraid big bts area's where there's nothing to do aren't really worth the trouble, unless you put them in a big mappack/mod.
Use 1940s Aperture models? They look enough modern to use for Clean Aperture.
![]()
BrainstoneX wrote:
I was going to add a big office complex in my mappack. I already have office-like elevators.
What stopped you from doing it?
Another Bad Pun wrote:
What made them special in Portal is that you always had the sense you were being watched. They were also empty, adding on to the lonely feeling of the labs.
That's kinda contradictory. I thought it was the cameras that were gave you the feeling of being watched while the observation rooms added the empty feeling.
Another Bad Pun wrote:
Freedom is a good thing, but I wouldn't allow entrance to observation rooms very much. What made them special in Portal is that you always had the sense you were being watched. They were also empty, adding on to the lonely feeling of the labs. It gave a creepy feeling to the test chambers, (and also helped light them up.) In the BTS sections of Portal, it was very cool to be inside them. It let you see what the scientists saw. The circumstances and mystery behind them made them special. However, if you let the player in one every few maps, it loses some of what makes them so unique. That's why you rarely get to go inside them during game. They're cool when used in the right places; just don't overuse them.
I agree completely with this. I also loved the way in portal that all the computers and stuff were all on, as if the scientists had just wandered off to lunch and never came back...
[BETA 4] A very Aperture adventure
It allows for a great "I'm not supposed to be here" feeling. But it has to be done properly.
Eerie ambient sounds, completely empty halls & offices, and a general feeling of abandonment are needed to properly pull it off.
As a player, I feel rewarded for being able to see things that I think I'm not supposed to see.
I'm a big fan of accessible observation rooms
&
Aside from that instance, I prefer leaving them to light a level with no player interaction.