Portal 2

Portal 2

The Living Chamber 1 (v2.0)
48 Comments
Andy T 7 Jun, 2022 @ 11:36pm 
Rather easy, but quite enjoyable. Save for the little oops of a gray portalable surface, I thought Loop #2 and #3 could not be solved without it being portalable, once that is felt up, the game is trivial beginner level game.
_galaxy 23 Jun, 2019 @ 7:11pm 
Chamber 2 should have been chamber 3 instead.

Also, grey panel dude? Really? If it wasn't for the comments I would have never solved this.
zeo1337 2 Feb, 2019 @ 12:00pm 
The first chamber felt like I cheated because I jump shot through the rafters to cross the fizzler.
henpitts 28 Nov, 2018 @ 4:45am 
Got through the 3 levels once I also discovered the grey panel was portable.
Wyld Drew 13 Jan, 2018 @ 7:19am 
Very nice and fun puzzle. Took me a whike to realise that one of the panels could be portaled onto, as the panel was very dark. Still a great map! Added to my favorites! :p2cube:
EéRafa 15 Aug, 2016 @ 3:56pm 
Nice work!!!
NebbyOtt 12 Jul, 2015 @ 6:30pm 
This was the best map i ever played, what errors?
Hellraiser 12 Jul, 2015 @ 4:49pm 
This map is VERY buggy. Cubes can drop through the relay, doing so can cause the dropper to give you multiple cubes at once. A fast toggle of the laser reciever can cause the emancipation grid to be off without a laser turning it off, too.

I will upload a video showing such soon.
NebbyOtt 8 Feb, 2015 @ 11:12pm 
Thank you very much Portλl Nerd! I appriciate it and look veery forward to anymore work of yours!
Yavie 8 Jun, 2014 @ 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 26 Nov, 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 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;
Portalnerd  [author] 13 Oct, 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.
Portalnerd  [author] 30 Sep, 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.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/180563577/846965882768515699/
piotr_mil 24 Sep, 2013 @ 6:43pm 
Very well made map!
The Sojourner 20 Sep, 2013 @ 9:51pm 
Excellent work, no lag problems as far as I can tell....
KyloX 17 Sep, 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 4 Sep, 2013 @ 6:15pm 
Very nice. Finally solved it. Can't wait for part two!
Portalnerd  [author] 29 Jun, 2013 @ 2:34pm 
It took a few months but the test chamber has been updated. It will now run better on most computers.
Labyrinth001 15 Apr, 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 13 Apr, 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 27 Mar, 2013 @ 11:55am 
Got some serious laggy issue in next to last chamber...went away when last chamber started up...Nice map.
🍪 Anna 18 Mar, 2013 @ 6:13pm 
Cool, let me know once it's updated and I'll give it another go =)
Portalnerd  [author] 18 Mar, 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.
🍪 Anna 18 Mar, 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 17 Mar, 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.
UMNSE 16 Mar, 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 16 Mar, 2013 @ 6:08pm 
He said un playable : The lag became so excessive he had to stop playing.
Portalnerd  [author] 16 Mar, 2013 @ 4:11pm 
2nd room is definetely not unsolvable. Over 700 people have been able to solve the 2nd test
dcook 16 Mar, 2013 @ 3:59pm 
I quit due to excessive lag... 2nd room was unplayable
Ciirulean 12 Mar, 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 12 Mar, 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.
Portalnerd  [author] 12 Mar, 2013 @ 2:12pm 
no, actually I lied yes, there is one in the elevator shaft
Ciirulean 12 Mar, 2013 @ 2:08pm 
Just a question... did you use any World Portals in this map?
wildgoosespeeder 12 Mar, 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.
commander2005 12 Mar, 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 11 Mar, 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 11 Mar, 2013 @ 3:04pm 
I actually found the last test a lot easier than the second one.
Mr Fraggle (UK) 11 Mar, 2013 @ 2:36am 
This was good.The third chamber gave me pause for thought but only because of my own stupidity.lol. nice map.
n/a 9 Mar, 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 8 Mar, 2013 @ 2:41pm 
@innocentive the map is probably sloppy and loading additional and uneeded/unseen brushes and textures.
CDR F. Cadigan 8 Mar, 2013 @ 1:53pm 
by the fizzler
CDR F. Cadigan 8 Mar, 2013 @ 1:52pm 
lol i just removed the radio and i make another cube
Innocentive 8 Mar, 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...
Twenty Four 8 Mar, 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.
Twenty Four 7 Mar, 2013 @ 6:18pm 
still lagging, bad. I like your map and I want to finish it so please try another fix.
tanger2b 7 Mar, 2013 @ 12:53pm 
No, I didn't decomile the map. Speed up the triiger_push and slow down the makers.
Anachronistic ALLOS 6 Mar, 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?
tanger2b 6 Mar, 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)