Test Chambers: Difference between revisions
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* [[Victory Lift]] - The elevator at the end of every chamber that takes you to the next one. Introduced in [[Portal Test Chamber 01|Test Chamber 01]]. | * [[Victory Lift]] - The elevator at the end of every chamber that takes you to the next one. Introduced in [[Portal Test Chamber 01|Test Chamber 01]]. | ||
* [[High Energy Pellet]] - An energy ball that needs to be put on his recepticle to power on some other objects. Introduced in [[Portal Test Chamber 06|Test Chamber 06]]. | * [[High Energy Pellet]] - An energy ball that needs to be put on his recepticle to power on some other objects. Introduced in [[Portal Test Chamber 06|Test Chamber 06]]. | ||
* [[Unstationary Scaffold]] - A | * [[Unstationary Scaffold]] - A platform used for transportation along a rail. Introduced in [[Portal Test Chamber 06|Test Chamber 06]]. | ||
* [[Turrets]] - Military grade turrets are area denial machine that shoot bullet at you when you enter their field of view. Introduced in [[Portal Test Chamber 16|Test Chamber 16]]. | * [[Turrets]] - Military grade turrets are area denial machine that shoot bullet at you when you enter their field of view. Introduced in [[Portal Test Chamber 16|Test Chamber 16]]. | ||
Revision as of 03:44, 2 May 2011
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Test Chambers are a vital part of the Portal series. Thanks to the Security Cameras fixed onto the walls of Test Chambers at various points, GLaDOS can track a Test Subject's movements and progress. There are multiple Test Chambers throughout The Enrichment Centre. However, in Portal 2 they are instantly created by GLaDOS and Wheatley (using robotic arms carrying panels and combining them with other panels to form a ceiling, floor, and walls of a chamber) as one progresses through the tests. This new method of creation allows for an almost infinite amount of test chamber combinations within the Enrichment Centre. Upon entering a Test Chamber one acquires a bare (minimal) feeling, similar to a hospital with its sterile environment; this is due to the lighting used within chambers, and the colors of the panels as well.
Test Chamber Mechanics
Most Test Chambers will be composed with multiple mechanics and objects.
Portal
The new objects in Portal are used to increase the difficulty of the Test Chambers as the story progresses.
- Portals - The core mecanic of the game, the "worm holes" used to complete the test chambers. Introduced in the Relaxation Vault
- Heavy Duty Super-Colliding Super Button - Activated by the use of cube, the button acts like a switch, turning on and off different things (opening doors for instance). Introduced in Test Chamber 01.
- Vital Apparatus Vent - The air vent delivering the cubes into the chambers. Introduced in Test Chamber 01.
- Cube - Litteraly a cube used to activate Buttons (Weighted Storage introduced in Test Chamber 01 & Weighted Companion a special cube introduced in Test Chamber 17)
- Material Emancipation Grill - A grid put at the end of every chamber used to stop players from getting object out of the chamber. Introduced in Test Chamber 01
- Victory Lift - The elevator at the end of every chamber that takes you to the next one. Introduced in Test Chamber 01.
- High Energy Pellet - An energy ball that needs to be put on his recepticle to power on some other objects. Introduced in Test Chamber 06.
- Unstationary Scaffold - A platform used for transportation along a rail. Introduced in Test Chamber 06.
- Turrets - Military grade turrets are area denial machine that shoot bullet at you when you enter their field of view. Introduced in Test Chamber 16.
Portal 2
In Portal 2, the new objects are there to diversify the gaming experience (diversifying the test chambers and the way of soving them) and change you perception of the chamber more than increase the difficulty.
- Aerial Faith Plate
- Thermal Discouragement Beam
- Cube (Edgeless Safety & Discouragement Redirection)
- Hard Light Bridge
- Gels (Propulsion, Repulsion & Conversion)
- Excursion Funnel
- Edgeless Safety Cube Recepticle