The level feel really eerie with the mesh of the lighting on the starting rooms' ceiling and the rusty walls bring some oldness to the level. While you are on the moving platform, observing your surroundings is a crutial part of feeling lonely in the level and in the other bonus maps. The other room feels cramped and claustrophobic and it makes the perfect combo of the clinic-based look of the original game and the loneliness it produces. Every elevator room or hallway is sometimes small or huge - it depends on the level.
The level feel really eerie with the mesh of the lighting on the starting rooms' ceiling and the rusty walls bring some oldness to the level. While you are on the moving platform, observing your surroundings is a crutial part of feeling lonely in the level and in the other bonus maps. The other room feels cramped and claustrophobic and it makes the perfect combo of the clinic-based look of the original game and the loneliness it produces. Every elevator room or hallway is sometimes small or huge - it depends on the level.
== Gallery ==
<gallery>
File:PSAMenu.png|The chamber used as the background of the main menu.
</gallery>
== Video walkthrough ==
== Video walkthrough ==
Revision as of 21:15, 7 November 2021
“I can't get over how small you are!” This article is a stub. As such, it is not complete. You can help Portal wiki by expanding it.
Still Alive 01
stillalive_1.bsp
This test chamber is the first bonus level of the game. It is based off a level from Portal: The Flash Version MapPack. The challenges of this level are unlocked when the test chamber is completed once.
Shoot a portal in the room after the door, and then go back to the test chamber's entrance using the Unstationary Scaffold again. Place the other portal anywhere in the entrance and pass through.
Place the first portal in front of the vertical door, and fire the other where the High Energy Pellet is bouncing.
When the pellet is on the vertical door side, place the place portal as the previous next to the button, and then go quickly through the first portal.
Go to the button quickly and stay onto to keep the vertical door open. Wait for the pellet to reach the Catcher.
The level feel really eerie with the mesh of the lighting on the starting rooms' ceiling and the rusty walls bring some oldness to the level. While you are on the moving platform, observing your surroundings is a crutial part of feeling lonely in the level and in the other bonus maps. The other room feels cramped and claustrophobic and it makes the perfect combo of the clinic-based look of the original game and the loneliness it produces. Every elevator room or hallway is sometimes small or huge - it depends on the level.
Gallery
The chamber used as the background of the main menu.