Portal 2

Portal 2

178 ratings
Tri-Chamber V3 *final update*
   
Award
Favorite
Favorited
Unfavorite

Subscribe to download
Tri-Chamber V3 *final update*

Description
Complete three mini-chambers to activate excursion funnels to open the door.

Changelog:
V3: Made room 3 a lot better, and added a fizzler at the beginning of room 2.

V2: Lowered the height of the ceiling and tower in room 3 and added an angled panel at the top, and swapped the puzzle in room 2 with a completely different, easier (or more challenging, depends on how skilled you are with ninja portal placements and turrets) one (and it uses the exact same space too!)

V1: Initial release
19 Comments
Hhhologram 4 May, 2013 @ 6:00am 
Pretty good map but my cube fizzeled while I was in the chamber with the gel and i was stuvk completely because the door closed and the cube was in the chamber and the fizzler was on again. Maybe I just derped that ^^'.
bubbyboytoo  [author] 12 Jul, 2012 @ 5:23am 
Just updated the map, room 3 is a lot better now :)
Mad Mephit 20 May, 2012 @ 11:13am 
Frankencubes can be placed on cube buttons, making the third room entirely optional. I like the second one better than what it used to be, but I'd suggest putting a fizzler in the way, and having the cube dropper from that one be all the way in the main room.

The gel tower is still too tall, and could benefit from the gel's landing point being moved farther away from the gel dropper, resulting in a stronger/more horizontal flow. Too, the reason I suggested an incline was to get past the grating, so it would need to be on the wall FACING that tower, not atop the tower, to be helpful; as it stands, I can't even see the surface of the angled panel, so it's no help in spreading gel around.
Marshall Joestar 14 May, 2012 @ 8:27pm 
Couldn't finish the test due to the fact that the third cube was stuck on the ground in the triple excursion funnel room. I'd suggest removing the floor entirely in there so none of the blocks get stuck like mine did, making the test entirely unfinishable. Too bad, as I really enjoyed the rest of it.
Zeal 12 May, 2012 @ 8:24pm 
Haha, that was cute making the frankenturret walk into the excursion funnel. You can easily use the frankenturret in place of a cube, however. I suggest making all the steps to each chamber a sphere so that you can only use it to get the next sphere.

Conversion gel room was overly tedious. If it's possible to make the gel drop at a more horizontal angle, then do so--you can shoot higher with the gel that way, letting the room still be as high as you want it without spending so much time shooting between walls.
bubbyboytoo  [author] 11 May, 2012 @ 5:57am 
Updated!
bubbyboytoo  [author] 11 May, 2012 @ 5:41am 
Yeah, I'm swapping the turret/laser puzzle with a completely different one involving frankenturrets, fizzlers, and funnels, and I'm putting an angled panel at the top of the tower.
Mad Mephit 10 May, 2012 @ 4:22pm 
Hopefully your changes-in-progress address these, but: The second chamber needs a better way to get the beam where it needs to be; needing to step all the way into turret view and snap a quick shot isn't all that nice. And the conversion gel tower is just too tall and fiddly; at half the height you could get the point across. Note that in the original campaign where they have such towers, they usually use angled surfaces to get some extra kick to the last one - a 60 degree angled, portalable panel atop a column of blocks would help.
DaKhaa 10 May, 2012 @ 3:45pm 
Guess I'm going to die of moon dust poisoning... That climb was a bit tedious but I see you are already working on it. Otherwise nice.
Mr. Jack Peter Fletcher 10 May, 2012 @ 2:51pm 
Good challange :D:D