

Do the same trick with the cube from last room to hold it on the button with the funnel. Use the funnel and portals to make your way across the room and to the button. Take the cube down the bottom and place the funnel under the button and the cube in the funnel. Use the funnel to get up the top, and to get across to the cube. Get ready for Wheatley's self made test chamber, this is going to be hard!. Make your way into Wheatley's test room through the vent and place the Franken-cube on the button. There as some levels I was sure wouldn't work out, but they crammed it all together quite nicely when you look at it.You can jump to nearby pages of the game using the links above. I have to say though, after searching around the game for this, the level designers did an awesome job of placing everything together in a linear fashion. If you watch that room crash into the wall, you'll see a lot of stuff deforming inwards which would have poked through to the turret room. They couldn't use the room that moved because of all the destructive animation they had just done on the left side of the room. I checked that out and they stuck that turret room somewhere else. However, I totally agree with the death trap theory. As far as I can tell, there was no reason to other than because they could or because this is what they left in for us to find. What is interesting about this isn't that they did it, it's why they did it. Then there is a completely different one that is missing an entranceĪnd here is a shot that shows both the rooms in the same load from the escape side. It should extend from the near right side. You'll notice that the rest of the level is missing from this room. The test chamber one with the entrance that you came in from: You can see two distinct test chamber rooms. It doesn't make too much sense to duplicate the room cause they didn't have to.Īnyway here is the part where Wheatley comes to save you: Anyway, once the lights turn off, you are in a different and similar room. There was one in chapter 4 when you escape from Glados light bridge experiment. That does make sense in The Part Where He Kills You, but they had to put that in because the room was moving. This might show the trick better than above pictures.

From here on he shows the box from outside at the three locations (before box, in box, after box) he first does this slowly, then at a later point he goes between all of them in quicker succession. You might want to skip the commentary and long walk and go to 04:30. Near the threshold and a tiny step (noclip fly) to either side: Here is a picture of the Death Trap that isn't connected to the other rooms: I guess that the development team first made the rooms separate so that they could wipe a bad room, then connect them later when the levels were more perfect, and I suppose that this room didn't fit. It is the only use of this entity in the final version of the game, though commentary states that it was used a lot during the development of the title to link chambers together. The room is actually completely separate from its supposed surroundings. It is used in Chapter 9, in the Chamber 75 Death Trap with all the crap turrets. This entity is designed to link two separate, distant areas together without any clear transition between the two. In the entity list, there is a linked_portal_door for this purpose it is used in the Death Trap (in map sp_a4_finale2.bsp): See if you can figure out where it is.Īfter the map layout was finalized, most of these were fixed into boring linear spaces, likely for the sake of performance, save for one spot. There's only one impossible space left in the whole game. Once the game settled down we were able to finalize our path and remove all of the world portals. Even a simple door worked like the cartoons - just a facade painted on a wall that seamlessly opened somewhere else entirely. Soon every connection between any space was a portal. If we ever wanted to ship something the size of Portal with the finely tuned balance we desired then we needed a way to be able to make big changes to the layout of the game without paying the cost of making everything line up again. When we started the project, making any big structural change in a level or the order of levels would lead to hours or even days of busy work trying to reconnect things and make sure they lined up again. One of the commentary nodes by a Portal 2 developer, Eric Tams, said they used "world portals" to quickly reconfigure maps and puzzles during testing, which allowed them to create rooms that were bigger on the inside, infinite falls, and other sorts of impossible geometry, save for the users own ASHPD space bending.
