Portal 2

Portal 2

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Original Portal: Test Chamber 05
   
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May 9, 2012 @ 2:00pm
Dec 28, 2012 @ 5:07pm
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Original Portal: Test Chamber 05

In 1 collection by Fat Ninja Walrus
Original Portal: Still Alive
20 items
Description
There were a few things I had to tweak in this one. The pit is too big, as is the room after the first door because it was necessary to preserve symmetry. I also adapted it so you still have to climb on one pillar to get the cube on the other.
-FNW

*revisions
Put a fizzler across the gated doorway so players can't portal through using only one cube.
Made a few asthetic changes, helps the chamber look like its first version.
Using BEEMOD, added in both autoportals, and a real door. Thanks to N_Sunderland for helping me figure out how to manually make a 'NOT' logic gate!
Changed visibility of connections - no random lines crawling all over the course now because of gates.
15 Comments
Petutski Jan 13, 2015 @ 11:02am 
Good job!
Extragamer May 31, 2013 @ 2:05am 
Хорошо.Но что с освещением?
Ciirulean Dec 13, 2012 @ 2:50pm 
I also figured out how to manipulate Pre-placed Orange Portals so that they appear on a different area when a button is being held down, and then come back to their original area when the button is released with hardly doing anything at all. Not sure if you need to know this, but I can tell you if you want.
Ciirulean Dec 13, 2012 @ 2:50pm 
Actually it was released when Co-op was released for the Perpetual Testing Initiative.
Also, after tinkering with the Extended Editor Mod, I found ways to manipulate certain things.

For instance: If you want the connector lines to show up beside the door and not beyond the door (like it is currently) put two angled panels on the top right and top left of the door. Now create a hidden room (which is completely inaccessible by the player) with a laser on one end and a laser capture device on the other. Connect the laser capture device to the angled panels and make the indicator lines invisible, now connect the button on the left of the chamber to the panel on the left of the door, and connect the button on the right on the panel to the right of the door. Now make the connection visibility invisible on the door settings.
This should create a much better looking design for your test chambers.
Fat Ninja Walrus  [author] Dec 12, 2012 @ 10:05pm 
REALLY? did they add that in just recently? i don't think they had it the first time around. if so, i'll definitely go back and edit all of my maps to get rid of the dumb things haha
Windows ME - Millennium Edition Dec 12, 2012 @ 1:11pm 
Here's an athestic tip, but you can set the connection visibility of the triggers to "None", which removes the rather awkward connection line.
Ciirulean Jun 1, 2012 @ 7:29pm 
Replace the folding platform the cube rests on with another piston platform. Make the platforms immobile.
🐭 May 27, 2012 @ 3:57pm 
I just went back and played it and I see what they did now. They combined test chambers 04 and 05 into one test on Portal 2. I can't believe I never noticed that before.
Fat Ninja Walrus  [author] May 27, 2012 @ 3:47pm 
there is no first half. this is the entire chamber 05
🐭 May 27, 2012 @ 3:32pm 
Just a suggestion, maybe replace the two cubed wall things that has the one cube on it with glass or stationary elevators? And where's the first half?