The Living Chamber 1 (v2.0)
47 Comments
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Yavie Jun 8 @ 7:14pm 
I also did not realise that wall next to the exit(s) was portalable until I came here to read the comments. Then the puzzles became much easier. I liked this one quite a bit (:
Le Petit Mort Nov 26, 2013 @ 9:03pm 
Pros:
• Novel gimmick;
• Clever puzzles;

Cons:
• Portalable wall on left check-mark grey-colored for me; I didn't realize it was there until I looked up Lpfreaky's["steampowered.com] video!
• On that note, the projective-lighting effect did not appear during my playthrough;
• Oddly, if you fizzle enough cubes in the second chamber (over five-ish), a normal cube will drop, and then it'll stop respawning cubes altogether;
Portλl Nerd  [author] Oct 13, 2013 @ 3:57pm 
Thank you to everyone who has played my map and/or has given me feedback. I am happy to announce that after over 6 months since the release of the original, the Living Chamber 2 will be released on Monday the 13th.
Portλl Nerd  [author] Sep 30, 2013 @ 4:50pm 
Hello, I am taking requests for the next map I make. Please post what map I should make in the discussion below.
http://steamcommunity.com/workshop/filedetails/discussion/180563577/846965882768515699/
piotr_mil Sep 24, 2013 @ 6:43pm 
Very well made map!
ɹəʇsɐɯlɐʇɹ0d Sep 20, 2013 @ 9:51pm 
Excellent work, no lag problems as far as I can tell....
Mr. Crowley Sep 17, 2013 @ 11:06pm 
Great chamber, not to hard to to easy, but more on the easier side. The visuals were ok, the room wasn't that big so you can't put something beautiful or fasinatic, but there is always away. Didn't encounter any lag, so probobly the main bugs are fixed. One bug I encounter was the radio with the music. While carrying the radio I can hear the music, but if I comeback to the spot where I picked the radio, from there I can hear the music as well. 2 Spots from where to hear music.

In conclusion, great work.
Wolf bytes Sep 4, 2013 @ 6:15pm 
Very nice. Finally solved it. Can't wait for part two!
Portλl Nerd  [author] Jun 29, 2013 @ 2:34pm 
It took a few months but the test chamber has been updated. It will now run better on most computers.
Z3R067 Apr 15, 2013 @ 11:08pm 
barely completed this test it was lagging so bad by that point (although visualy appealing the vent in the hallway probly should be removed due to memory build up) other than that i think it's a great test
Motila [☥] Apr 13, 2013 @ 6:36am 
There is a memory build up after 1st camber. Turrets being made and killed in back ground. not sure where the turrets are. it might be what is causing the lagging.
quatrus Mar 27, 2013 @ 11:55am 
Got some serious laggy issue in next to last chamber...went away when last chamber started up...Nice map.
[Ps:Mel] Lpfreaky90 Mar 18, 2013 @ 6:13pm 
Cool, let me know once it's updated and I'll give it another go =)
Portλl Nerd  [author] Mar 18, 2013 @ 4:21pm 
@Lpfreaky90: Thanks so much for the video, the version you played was not the current one and some of the things you mentioned were fixed. Again thanks, I will update soon with the things you mentioned.
[Ps:Mel] Lpfreaky90 Mar 18, 2013 @ 2:49pm 
I played through your map and added commentary on puzzle and level design: I hope it's informative:
https://www.youtube.com/watch?v=bKSNTUp9DPk
SimonTesla Mar 17, 2013 @ 2:16am 
Yeah, the puzzles look like they could be interesting, but this lagged my machine really badly and made the test completely unplayable.
Ultiman9711 Mar 16, 2013 @ 8:14pm 
Oh man, the lag was excessive. I noclipped to see what was causing the sudden drop in performance [it was playing fine before] and found a big wad of cubes and turrets at the end of the tube! Phys collisions were off the charts. What I would recommend is a large [thicker than tube] trigger at the end that kills the objects, or a better solution that I have used is to place the objects throughout the tube, and place a point_teleport at the tube start so that you keep the same objects throughout the network. Just use a trigger at the end to send the objects back to the start, and that way you don't have to muddle about with entity makers! Really hoping to play the rest soon, what I saw was pretty neat! :)
Ciirulean Mar 16, 2013 @ 6:08pm 
He said unplayable: The lag became so excessive he had to stop playing.
Portλl Nerd  [author] Mar 16, 2013 @ 4:11pm 
2nd room is definetely not unsolvable. Over 700 people have been able to solve the 2nd test
dcook Mar 16, 2013 @ 3:59pm 
I quit due to excessive lag... 2nd room was unplayable
Ciirulean Mar 12, 2013 @ 2:20pm 
Also, if you have any static brushes that aren't sealing or touching the void, make them func_details. Just in case you didn't know.
Ciirulean Mar 12, 2013 @ 2:16pm 
Oh, because I thought you might have used a few in other areas... so I was going to point out that World Portals are actually quite expensive.
Portλl Nerd  [author] Mar 12, 2013 @ 2:12pm 
no, actually I lied yes, there is one in the elevator shaft
Ciirulean Mar 12, 2013 @ 2:08pm 
Just a question... did you use any World Portals in this map?
wildgoosespeeder Mar 12, 2013 @ 12:39pm 
Well, no lag for me other than that problem I experienced once. But then again, the vent system in Aperture Science can go wrong anyways. Makes sense then. LOL.
Portλl Nerd  [author] Mar 12, 2013 @ 12:31pm 
@wildgoosespeeder The entities in the vent are not the problem. I have set a maximum of entities in the tube to be spawned so no more then 12 entites will be in the tube at a time. I have no idea why you are expiriencing lag like that. It works fine for me and I have 1 GB of Gefoce GT 550 which is similar to what you have. The only reason why there is lag is becasue of all the animation when you press the button. I have reduced the number of panels and it should be better now that is the third update. There is no reason for your computer to lag anytime except for when you press the button.

@Ace Stryder thanks for all the advice. I tried to update all the things you mentioned. I was unable to fix the radio though, I don't know why it does that.
commander2005 Mar 12, 2013 @ 10:55am 
Very nice test! I have waited some days, but the lag is still present (randomly). Perhaps you can solve it, because this chamber is it worth.
wildgoosespeeder Mar 11, 2013 @ 9:09pm 
I think the lag is caused by too many entities in the vent system after solving each test, if they were to get stuck, "clogging" the system. Lag was so horrible I just couldn't believe it. I have a very powerful GFX card in my computer ("Zotac GeForce GT 630 Synergy Edition (4GB)" (NVIDIA) if you wanted to look up the specs).
Ciirulean Mar 11, 2013 @ 3:04pm 
I actually found the last test a lot easier than the second one.
Mr Fraggle (UK) Mar 11, 2013 @ 2:36am 
This was good.The third chamber gave me pause for thought but only because of my own stupidity.lol. nice map.
Ace Ryder Mar 9, 2013 @ 3:00am 
Very clever, needs to be touched up a little. MOST IMPROTANT THING to touch up is the tube which carries cubes and turrets. Sometimes they dont make it to the end point of the tube and it builds up and the entity count gets high enough that it starts to lag.

Here's some more bugs. If you pick up the radio, the sound stays in the same place. Wheatley repeats his line in the third test, and sometimes his lines seem to crossover. Sometimes the cube's don't drop when they're supposed to. And lastly there seems to be some collision in the elvator shaft.

I'm only listing these, because I think this has potential to be a top notch test, because the tests are well designed, and I like the idea of the map rebuilding. This is why I'm favoriting it. Hope to see a v1.3 or v2!
That Fat Kid Across the Street Mar 8, 2013 @ 4:20pm 
Ok
Portλl Nerd  [author] Mar 8, 2013 @ 3:29pm 
thanks for calling my map sloppy but all unseen textures are nodraw. The reason why the map is lagging is because of the animation and there isn't much I can do about that. If your computer can not handle it then you should try the less detailed version
http://steamcommunity.com/sharedfiles/filedetails/?id=131403030
That Fat Kid Across the Street Mar 8, 2013 @ 2:41pm 
@innocentive the map is probably sloppy and loading additional and uneeded/unseen brushes and textures.
Foxy Mar 8, 2013 @ 1:53pm 
by the fizzler
Foxy Mar 8, 2013 @ 1:52pm 
lol i just removed the radio and i make another cube
Piranha.A Mar 8, 2013 @ 1:08pm 
Puzzles are good ... lagging is almost imbareable. My computer also isn't low end so that's a problem of the map. Are you using world brushes for the entire map as tanger2b suggested? And the objects are still piling up in the tube. What you should do if you can't control the amount of objects in the pipe: just add a trigger at the end of the pipe that will only spawn a new object if an object is leaving the pipe. This way you could restrict the number of objects in the pipe. Anyhow, if you use a trigger push with a high setting, no piling up should happen...
Portλl Nerd  [author] Mar 8, 2013 @ 6:42am 
I have published a version of this that will work better for normal computers
http://steamcommunity.com/sharedfiles/filedetails/?id=131403030
Twenty Four Mar 8, 2013 @ 5:00am 
I'ts much better now, only got choppy a couple of times. btw, my pc is a really fast pc, so if i'm having problems...more people will as well.
Portλl Nerd  [author] Mar 8, 2013 @ 4:38am 
is there anything specific that you would like me to change. I have already done my best to reduce lag and file size. If you would like a can create a seperate workshop map for lower end computers. But I have already made sure all non visible surfaces are nodraw and I have limeted the ammount of things spawning.
Twenty Four Mar 7, 2013 @ 6:18pm 
still lagging, bad. I like your map and I want to finish it so please try another fix.
Portλl Nerd  [author] Mar 7, 2013 @ 2:36pm 
The map has been updated and the pnuematic tube has been modified to not clog as easily. In addition a maximum of 15 objects will spawn if the tube does clog.
PhasmidTutorials@Youtube Mar 7, 2013 @ 12:53pm 
No, I didn't decomile the map. Speed up the triiger_push and slow down the makers.
Portλl Nerd  [author] Mar 7, 2013 @ 12:25pm 
did you decompile my map?
Portλl Nerd  [author] Mar 7, 2013 @ 12:15pm 
I have done plenty of things to fix that already, although you do not notice them. When ever you start a new level all the objects in the tube are killed to aviod lag. I can adjust it to happen more often if you would like.
Antagonistic ALLOS Mar 6, 2013 @ 9:35pm 
My only complaint is the tube. As tanger2b said, the physics objects pile up and cause the game to lag. Try and fix that,will ya?
PhasmidTutorials@Youtube Mar 6, 2013 @ 4:23pm 
As far as level design goes, you're getting better. Unfortunately, your map is not very well (If at all) optimized. I saw no func_details in it, the hissing and sounds of turrets, cubes, ect. Spawning could be heard in the chamber, and the lighting seems a tad off (possible due to a fast compile or the lag). After the second test, whilst going through the hallway with the tube, I saw it has blocked, and all that was happening was more physics objects piling up, therefore bringing me down to about 15 FPS (On the lowest graphics settings, and then some.) To finish the map, I had to delete the pipe, kill the makers, and kill the cubes/turrets. Overall, I see this map having potential, but it needs more detail and more optimization. 3/5, Thanks for mapping. (I'm Quatrus :D)