Les Salles de Test sont une partie vitale de la série Portal et du Centre d'Enrichissement d'Aperture Science. Via les Caméras de Sécurité fixées sur les murs dans les salles, GLaDOS peut aisément suivre la progression d'un sujet de test.
Il existe plusieurs centaines de salles à travers le Centre d'Enrichissement, pouvant être facilement reconfigurées et recyclées pour en former une nouvelle. Dans Portal 2, ces salles peuvent être construites par GLaDOS par l'utilisation de bras robotiques portant des panneaux combinés entre eux afin de former un plafond, un sol et des murs.
Esthétiquement, ces endroits ressemblent fortement à un hôpital avec leur environnement stérile; dû à la lumière dans les salles et à la coloration noire et blanche des parois.
Mode Challenge
Dans Portal, des salles challenges peuvent être trouvées dans le menu "Cartes bonus". Cependant, dans Portal 2,le mode Challenge peut être joué en sélectionnant "Mode Challenge" en solo ou coop puis la salle désirée.
Les cartes challenges sont structuralement identiques à leurs homologues de la campagne principale à la différence qu'elles comportent des options augmentant la difficulté sur un aspect précis. Elles demandent de finir la salle avec:
- le moins de portails placés,
- le plus rapidement possible,
- le moins de pas effectués (Portal seulement).
Dans Portal 2, player stats will be saved into the Steam leaderboards. This allows the Steam community to keep track of friends and other players who have beaten them in either least portals created, or least time taken to complete a test chamber.
Salles avancées
Seulement dans Portal, these are variants of the test chambers which have been redesigned with an advanced difficulty curve, for instance by decreasing the number of portalable surfaces, or by increasing the presence of Goo.
Like challenge chambers in Portal, advanced chambers can be played via the "Bonus Maps" section on the main menu.
The Portal 2 Sixense MotionPack DLC contains advanced chambers for Portal 2.
Succès relatifs
Portal
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Mécaniques de salles
Portal
- Portals - The core mechanic of the game, the "worm holes" used to complete the test chambers. Introduced in the Relaxation Vault.
- Heavy Duty Super-Colliding Super Button - Can be pressed by the player or held with a cube, the button acts like a switch, turning on and off different things (opening doors for instance). Introduced in Test Chamber 00.
- Vital Apparatus Vent - The air vent delivering the cubes into the chambers. Introduced in Test Chamber 00.
- Cubes - A multipurpose object used to press buttons, block unwanted forces, or to stand upon. (Weighted Storage Cube introduced in Test Chamber 00 & Weighted Companion a special cube introduced in Test Chamber 17)
- Material Emancipation Grill - A grid put at the end of test chambers used to stop players from getting objects out of the chamber. It is also used as a test element. Introduced in Test Chamber 00
- Victory Lift - A vertical variant of the Unstationary Scaffold that automatically rises if a player is upon it, and descends if unoccupied. Introduced in Test Chamber 06.
- High Energy Pellet - An energy ball that needs to be put in its receptacle to power other objects. Introduced in Test Chamber 06.
- Unstationary Scaffold - A platform used for transportation along a rail. Introduced in Test Chamber 07.
- Turrets - Military grade turrets used for area denial. They fire bullets at players that enter their field of view. Introduced in Test Chamber 16.
Portal 2
- Aerial Faith Plate - A launcher that throws the player and any objects at a fixed trajectory. Introduced in Chapter 2 Test Chamber 5.
- Thermal Discouragement Beam - A laser beam fired in a straight line. Must be avoided or redirected using a Discouragement Redirection cube. Introduced in Chapter 2 Test Chamber 1.
- Cubes (Edgeless Safety & Discouragement Redirection) - Cubes that can be used to hold down buttons for example (Discouragement Redirection introduced in Chapter 2 Test Chamber 2 and Edgeless Safety introduced in Co-op Course 1 Chamber 2).
- Hard Light Bridge - A semi-translucent, solid 'sheet' of light that can act as a bridge or wall. Introduced in Chapter 3 Test Chamber 11.
- Gels (Propulsion, Repulsion & Conversion) - Can coat surfaces and apply different effects. Repulsion introduced in Chapter 6 Enrichment Sphere 2, Propulsion Chapter 7 Enrichment Sphere 5, Conversion Chapter 7 Enrichment Sphere 6.
- Excursion Funnel - While inside this funnel of energy, objects will be unaffected by gravity and will travel along the path of the funnel. Introduced in Chapter 8 Test Chamber 1.
- Edgeless Safety Cube Receptacle - Place Edgeless Safety Cubes into these receptacles to activate different types of objects. Introduced in Co-op Course 1 Chamber 2.
List of test chambers
Salles de Portal
Salles de Portal: Still Alive
Salles de Portal 2