Portal 2

Portal 2

Original Portal: Test Chamber 17
35 kommentarer
Fat Ninja Walrus  [ophavsmand] 9. mar. 2015 kl. 11:52 
yeah i need to clean this up more with beemod using AND gates so i don't need so many mechanics running. problem is, i had to get a new computer over the summer, and i lost all my courses. and i'm not really sure how to update this when i've lost all the files for it. can i just redownload it? i'd hate to have to remake it and start from scratch
Petutski 9. mar. 2015 kl. 8:30 
Thumbs up, but this is one confusing map! Some stuff that is not needed that require a restart. Some element labels without matching triggers, inconsistent (IMHO) triggers, some which toggle, others that do not. Anyway, made it through... Thanks for the effort!
tu7650x 14. dec. 2014 kl. 18:46 
I just found another way to get stuck. Once the floor trap is opened near the entrance, dropping the lens in the excursion funnel before the moving platform is activated and voila, you're stuck. I know it's a silly thing to do but that's what testing a map is all about right? Explore all possible outcomes.

I really think the cube dispenser/excursion funnel/button mechanism needs to be completely inaccessible to the player. The CC could be just lying on the floor near the entrance. There's really no need for it to come from a dispenser....

If you absolutely want it to, then you can always make it drop out of a completely separate dispenser. There are many ways to do this really.
Fat Ninja Walrus  [ophavsmand] 14. dec. 2014 kl. 17:52 
i'll probably just add an event trigger with BEEMOD so that it's no longer mechanically triggered by a hidden laser/cube system. i made that system before i used BEE on all these courses, but with the event triggers in BEE it's pretty outdated now.
tu7650x 13. dec. 2014 kl. 19:18 
I think I have an answer to that. Every time the laser sensor on the ceiling with the two angled panels is activated, I can hear a sound like a cube being dissolved. This lead me to think that there was a cube being dispensed somewhere in the area before the laser corridors. I found the trapdoor while looking for the cube.

When I saw there was an excursion funnel down there, I figured it was a trail to be followed in order to get to the cube. All that was before a realized than an extra cube was not required to solve the puzzle.

Suggestion for a fix: add a discreet panel that closes off the first room near the entrance and have it activated by the same trigger that opens the floor trapdoor to the excursion funnel.
Fat Ninja Walrus  [ophavsmand] 11. dec. 2014 kl. 16:57 
i should just put a door there. i'm not sure why people keep wandering all the way back to the beginning of the course, to be honest, but it seems to have become a big enough problem i might address it in the next update
tu7650x 11. dec. 2014 kl. 16:27 
I got stuck in the below the floor excursion funnel that pushes to a button. There should be a way to get out of there.
Fat Ninja Walrus  [ophavsmand] 26. juli 2013 kl. 1:22 
if you've played the original portal, it would make more sense. the lasers are more of obstacles to get around. when i get back home in a few days i'll fix it so the panel doesn't open so easily, so that way if people get stuck they won't wander back and find it open and think it's a solution.
kimist108 25. juli 2013 kl. 8:40 
Okay, update. The floor opened up when I directed the laser light to the ceiling with portals. The opening is where the cc lands at the beginning. Still did not use that first laser light. Did not throw cc into funnel this time.
kimist108 25. juli 2013 kl. 8:26 
It was not open at the start. I think it opened when I re-directed the laser light with the reflector cube. I could not figure out what to do, so I was looking around and saw the opening in the floor next to the cc's button. I threw it in. The stairs stayed, so I thought that that was what was needed to be done. I did not use the laser light that hit a nonportalble wall (maybe the first one I encountered?). But I used the other laser lights.
Fat Ninja Walrus  [ophavsmand] 24. juli 2013 kl. 22:14 
im afraid i don't understand. what did you do, go back through the entire course? you should have no access to the funnel unless you backtracked through the entire course for absolutely no reason. was it open at the start? if so, let me know and i'll fix it
kimist108 24. juli 2013 kl. 11:36 
? Put the companion cube in the blue funnel. No way to retrieve it or to regenerate it once it got into the funnel. Did not incinerate anything.
N-Sunderland 18. apr. 2013 kl. 20:04 
Lol, you did an amazing job with the design of the maps themselves. I'm good with the logic side of things, but I can't really design actual maps well.
Fat Ninja Walrus  [ophavsmand] 18. apr. 2013 kl. 18:27 
yeah i know. you've honestly been super helpful a bunch of times, i feel like a couple of these are your maps not mine haha
N-Sunderland 18. apr. 2013 kl. 17:46 
If you ever have logic gate problems, I'm still here ;)
Fat Ninja Walrus  [ophavsmand] 18. apr. 2013 kl. 13:34 
richard, what to you mean by that? are the logic gates misbehaving again?
Richard L 18. apr. 2013 kl. 10:25 
Strange logic.
Fat Ninja Walrus  [ophavsmand] 2. aug. 2012 kl. 9:18 
hmm, i'll have to get back in P1 and check that out. thanks for the advice!
N-Sunderland 2. aug. 2012 kl. 8:18 
In Portal 1, the door didn't only require the cube to be incinerated; it also needed to timer on the button to run out (if I remember correctly). Here's what you should do:

-Create a laser pointing at a laser catcher
-Hide them out of sight
-Connect the catcher to the door
-Connect the timed pedestal button to the laser
-Press "start enabled" on the laser

This should prevent the door from opening until the timer runs out.
ToaCody 13. juni 2012 kl. 21:22 
I actually worked it out myself not to long after posting the question, but thanks nonetheless.
Fat Ninja Walrus  [ophavsmand] 13. juni 2012 kl. 20:51 
the order shouldn't matter. only the first laser that uses the redirection cube needs a continuous stream, the rest need only contact
ToaCody 13. juni 2012 kl. 18:47 
Does it matter which order the laser recepticles are triggered in order to activate the lift. If so, you should add sequential plaques.
Ciirulean 1. juni 2012 kl. 20:15 
For this one just make it so that the angled platforms aren't glass and the companion cube lands more in the middle of the room. Get rid of the flipping panels in the beginning and make it so the button connects to the stairs the first time.
Fat Ninja Walrus  [ophavsmand] 25. maj 2012 kl. 20:10 
BIG update, i hope you'll all try it out. lots of improvements :D
juvo 25. maj 2012 kl. 10:53 
Unbelievable. Excellent work with the incinerator. I would never thought of that.
XDShade 24. maj 2012 kl. 1:30 
I made my own version of this chamber. Not really that exact
MCJ 9000 23. maj 2012 kl. 19:16 
If only they could make it so you could make narrow crawl spaces, so that the laser corridors needed a cube to protect you.
Le Juston 23. maj 2012 kl. 15:29 
Nice job. I was angry when I discovered I couldn't portal bump.
Owiren 21. maj 2012 kl. 9:41 
not on the first but on the seconde one, the one which oppens the exit door sorry.
Owiren 21. maj 2012 kl. 9:38 
Nice but i passed the map without incinerating the cube, I simply let the first cube on it's first pressure plate
The Ninjaneer 19. maj 2012 kl. 12:58 
XDDDD that cheat LOL
16Bitman 18. maj 2012 kl. 15:24 
I loved the "incinerator" :D
Telan 18. maj 2012 kl. 13:46 
Interesting...Valve didn't fix the portal-next-to-the-window-makes-portal-on-other-side cheat...
ThePaSch 17. maj 2012 kl. 2:30 
The incinerator was ingenious. When I completed the chamber, I went to the end room with a normal cube, thinking "it's probably just a button or so anyway". Little did I know.
Very cleverly done!
paladinfinitum 15. maj 2012 kl. 22:53 
Very clever!