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[[File:Portal2 TestChamberDoor.png|right|200px|A Test Chamber door]]


'''Test Chambers''' are a vital part of the ''Portal'' series. Thanks to the [[Security Camera]]s 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. {{Spoiler text|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 Chambers''' are a vital part of the ''Portal'' series and the [[Aperture Science]] Enrichment Center. Via the [[Security Camera]]s fixed onto the walls of test chambers at various points, [[GLaDOS]] can track a test subject's movements and progress.


== Bonus Chambers ==
There are hundreds and more test chambers throughout the Enrichment Center, which can be easily reconfigured and recycled to form another new test chamber. In ''Portal 2'', these chambers can be swiftly created by GLaDOS with the usage of robotic arms carrying [[panels]] and combining them with other panels to form a ceiling, floor, and walls.
In addition to the standard test chambers exist two forms of bonus test chambers; only test chambers 13 through 18 have bonus versions. Bonus chambers only exist within ''[[Portal]]'', and can be accessed from the [[main menu]].


=== Challenge Chambers ===
Aesthetically, these chambers bear resemblance to a hospital with its sterile environment; due to the lighting used within chambers, and the black and white coloring of the walls, floors, and ceilings.
These chambers are identical to the standard versions, however they introduce an additional layer of goal-based puzzles. These include completing the map with the:
 
* Least amount of steps taken
== Design/Styles ==
* Least amount of [[Portals]] deployed
=== [[Portal (game)|Portal]] ===
==== Clinical ====
[[File:Portal1old.jpg|thumb|right|The clinical look]]
Every [[Portal]] chamber (not including the escape sequences) has a distinct and recognizable look - white, sterile rooms with an atmosphere that conveys the emotions of loneliness. Most of the details seem a little blurry, possibly done on purpose to create a dusty, old atmosphere and immerse the player better into the experience.
{{Clr}}
 
=== [[Portal 2]] ===
==== "Remastered" clinical ====
[[File:Portal1Old.jpeg|thumb|right|Remastered clinical look]]
Sections of [[Portal 2]] chambers that look like the chambers from [[Portal]], but made to fit the theme of the game and more refreshed and modern compared to the looks of ''Portal''. The panels are more reflective, polished, and easily recognizable to the average player. Every item design is revamped to suit the game's modernistic theme.
 
Chapters that this style appears in: "The Surprise", "Team Building" (Co-op), "Mass and Velocity" (Co-op), "Excursion Funnels" (Co-op) and the [[Perpetual Testing Initiative]]
{{Clr}}
 
==== Decayed/ruined ====
[[File:P2ruins.jpg|thumb|right|Decayed, ruined chambers]]
This type of level design can be seen mostly in the first chapter of Portal 2, where the player explores the devastating designs of destroyed levels. Outgrown leaves and grass dominate over the ruined panels mostly missing the final touch, just having the metal holder rim visible on the surface. The ruins don't seem a big roadblock to the player, but might impose a sort of emotional feeling to the player {{Spoiler|because the reason why Aperture has gone decayed is the side effect of the player's actions in the first game, and might find themselves guilty, even though they shouldn't be.}}
 
Chapters that this style appears in: "The Courtesy Call" and "Hard-Light Surfaces"(Co-op)
{{Clr}}
 
==== Reconstructing ====
[[File:Portal 2 Chapter 3 Test Chamber 9 overview.png|240x460px|thumbnail|GLaDOS's reconstructed test]]
This type of level design can be seen after you reboot [[GLaDOS]] and she is cleaning the facility, This style is very similar to the [[Overgrown]] style with some exceptions: Foilage is nowhere to be seen, birds can't be heard and the essential test mechanics([[Heavy Duty Super-Colliding Super Button]], [[Cubes]], etc...) are all clean, Panels can be seen trying to go back to their designed places(with some failures along the way.) and some panels are dirty while others are brand new. As you go through the test chambers, the test chambers have less destruction and more clean Panels until [[Portal 2 Chapter 4 Test Chamber 20]] where the facility is finally clean.
 
Chapters that this style appears in: "The Cold Boot", "The Return" and "The Surprise"
 
==== 50-80's era Aperture ====
[[File:TheCJohnsonLevels.png|thumb|right|50-80's era design]]
Through the Portal 2 storyline, the player encounters old-looking levels with graphics predating the 90's. The so-called [[Cave Johnson]] levels have a distinct look no other level design has. Its color use shifts more to the hues of green, yellow, brown etc., which is quite different to the color scheme all of the other Portal levels have - the hues of black and white. The contents of the test chambers' designs are more colorful and noticeable. Almost everything doesn't cut corners, other than the decorative pipes.
 
Chapters that this style appears in: "The Fall", "The Reunion", "Mobility Gels" (Co-op), and "Art Therapy" (Co-op and only the last area of the course)
{{Clr}}
 
==== Wheatley's Chaotic Chambers ====
[[File:Portal 2 Chapter 8 Test Chamber 16.png|240x460px|thumbnail|Wheatley's Test chambers]]
This is the last type of level design and can be seen in the last two chapters of the single-player storyline. These test chambers are made by Wheatley and it's made clear that he doesn't know how to make them. Different chambers that have nothing to do with the other are mashed together, holes are everywhere in the walls, and every few seconds an explosion happens (because of the overheating nuclear reactor that powers the facility). In the latter tests, fire can be seen in the background. Instead of the normal goo, there are bottomless pits. The test chambers are full of pipes making it very clear that Wheatley is putting tests where they weren't supposed to be. Instead of the normal [[Weighted Storage Cube]]s there are the [[Frankenturret]]s, and monitors are everywhere for Wheatley to talk to Chell and GLaDOS.
 
Chapters that this style appears in: "The Itch" and "The Part Where {{Spoiler|He Kills You}}"
 
== Challenge modes ==
In ''[[Portal]]'', challenge mode test chambers can be found in the game's "Bonus Maps" menu option. In ''[[Portal 2]]'' however, the challenge modes can be played via selecting "Play Challenge Mode" in either single-player or co-op.
 
The chambers in the challenge mode are identical to the original campaign versions, only with the implementation of goal-based puzzles. These include completing the map with the:
* Least amount of [[portals]] deployed
* Least time elapsed
* Least time elapsed
* Least amount of steps taken (''Available in Portal only'')


=== Advanced Chambers ===
In ''Portal'', the stats will be compared to the goal, and if you matched the number of portals / steps / time to the goal (or got less than it), it will get harder and harder. In ''Portal 2'', player stats will be saved into the {{W|Steam (software)|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.
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 hazard water.


== Related Achievements ==
== Advanced chambers ==
=== Portal ===
Available only in ''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''.
 
== Related achievements ==
=== ''Portal'' ===
{{Achievement table
{{Achievement table
| col1 =  
| col1 =  
{{Show achievement|Portal|Basic Science}}
{{Show achievement|Portal|Rocket Science}}
{{Show achievement|Portal|Aperture Science}}
{{Show achievement|Portal|Aperture Science}}
{{Show achievement|Portal|Rocket Science}}
{{Show achievement|Portal|Basic Science}}
| col2 =  
| col2 =  
{{Show achievement|Portal|Cupcake}}
{{Show achievement|Portal|Cupcake}}
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}}
}}


== Test Chamber Mechanics ==
== Test chamber mechanics ==
{{main|Mechanics}}
{{main|Mechanics}}


=== Portal ===
=== Portal ===
{{See also|Portal}}
{{See also|Portal}}
* [[Portals]] - The core mecanic of the game, the "worm holes" used to complete the test chambers. Introduced in the [[Relaxation Vault]].
* [[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 [[Portal Test Chamber 00|Test Chamber 00]].
* [[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 [[Portal Test Chamber 00|Test Chamber 00]].
* [[Vital Apparatus Vent]] - The air vent delivering the cubes into the chambers. Introduced in [[Portal Test Chamber 00|Test Chamber 00]].
* [[Vital Apparatus Vent]] - The air vent delivering the cubes into the chambers. Introduced in [[Portal Test Chamber 00|Test Chamber 00]].
* [[Cube]] - A multipurpose object used to press buttons, block unwanted forces, or to stand upon.  ([[Cube#Weighted Storage Cube|Weighted Storage Cube]] introduced in [[Portal Test Chamber 00|Test Chamber 00]] & [[Cube#Weighted Companion Cube|Weighted Companion]] a special cube introduced in [[Portal Test Chamber 17|Test Chamber 17]])
* [[Cubes]] - A multipurpose object used to press buttons, block unwanted forces, or to stand upon.  ([[Cube#Weighted Storage Cube|Weighted Storage Cube]] introduced in [[Portal Test Chamber 00|Test Chamber 00]] & [[Cube#Weighted Companion Cube|Weighted Companion]] a special cube introduced in [[Portal Test Chamber 17|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. Introduced in [[Portal Test Chamber 00|Test Chamber 00]]
* [[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 [[Portal Test Chamber 00|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 [[Portal Test Chamber 06|Test Chamber 06]].
* [[Victory Lift]] - A vertical variant of the [[Unstationary Scaffold]] that automatically rises if a player is upon it, and descends if unoccupied. Introduced in [[Portal Test Chamber 06|Test Chamber 06]].
* [[High Energy Pellet]] - An energy ball that needs to be put in its receptacle to power other objects. Introduced in [[Portal Test Chamber 06|Test Chamber 06]].
* [[High Energy Pellet]] - An energy ball that needs to be put in its receptacle to power other objects. Introduced in [[Portal Test Chamber 06|Test Chamber 06]].
Line 48: Line 98:
* [[Aerial Faith Plate]] - A launcher that throws the player and any objects at a fixed trajectory. Introduced in [[Portal 2 Chapter 2 Test Chamber 5|Chapter 2 Test Chamber 5]].
* [[Aerial Faith Plate]] - A launcher that throws the player and any objects at a fixed trajectory. Introduced in [[Portal 2 Chapter 2 Test Chamber 5|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 [[Portal 2 Chapter 2 Test Chamber 1|Chapter 2 Test Chamber 1]].
* [[Thermal Discouragement Beam]] - A laser beam fired in a straight line. Must be avoided or redirected using a Discouragement Redirection cube. Introduced in [[Portal 2 Chapter 2 Test Chamber 1|Chapter 2 Test Chamber 1]].
* [[Cube]] ([[Cube#Edgeless Safety Cube|Edgeless Safety]] & [[Cube#Discouragement Redirection Cube|Discouragement Redirection]]) - Cubes that can be used to hold down buttons for example (Discouragement Redirection introduced in [[Portal 2 Chapter 2 Test Chamber 2|Chapter 2 Test Chamber 2]] and Edgeless Safety introduced in [[Portal 2 Co-op: Course 1 Test Chamber 2|Co-op: Course 1 Test Chamber 2]]).
* [[Cubes]] ([[Cube#Edgeless Safety Cube|Edgeless Safety]] & [[Cube#Discouragement Redirection Cube|Discouragement Redirection]]) - Cubes that can be used to hold down buttons for example (Discouragement Redirection introduced in [[Portal 2 Chapter 2 Test Chamber 2|Chapter 2 Test Chamber 2]] and Edgeless Safety introduced in [[Portal 2 Co-op Course 1 Chamber 2|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 [[Portal 2 Chapter 8 Test Chamber 6|Chapter 8 Test Chamber 6]].
* [[Hard Light Bridge]] - A semi-translucent, solid 'sheet' of light that can act as a bridge or wall. Introduced in [[Portal 2 Chapter 3 Test Chamber 11|Chapter 3 Test Chamber 11]].
* [[Gels]] ([[Propulsion Gel|Propulsion]], [[Repulsion Gel|Repulsion]] & [[Conversion Gel|Conversion]]) - Can coat surfaces and apply different effects. Repulsion introduced in [[Portal 2 Chapter 6 Part 1|Chapter 6 Part 1]], Propulsion [[Portal 2 Chapter 7 Part 1|Chapter 7 Part 1]], Conversion [[Portal 2 Chapter 7 Part 3|Chapter 7 Part 3]].
* [[Gels]] ([[Propulsion Gel|Propulsion]], [[Repulsion Gel|Repulsion]] & [[Conversion Gel|Conversion]]) - Can coat surfaces and apply different effects. Repulsion introduced in [[Portal 2 Chapter 6 Enrichment Sphere 2|Chapter 6 Enrichment Sphere 2]], Propulsion [[Portal 2 Chapter 7 Enrichment Sphere 5|Chapter 7 Enrichment Sphere 5]], Conversion [[Portal 2 Chapter 7 Enrichment Sphere 6|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 [[Portal 2 Chapter 8 Test Chamber 1|Chapter 8 Test Chamber 1]].
* [[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 [[Portal 2 Chapter 8 Test Chamber 11|Chapter 8 Test Chamber 1]].
* [[Edgeless Safety Cube Receptacle]] - Place Edgeless Safety Cubes into these receptacles to activate different types of objects. Introduced in [[Portal 2 Co-op: Course 1 Test Chamber 2|Co-op: Course 2 Test Chamber 2]].
* [[Edgeless Safety Cube Receptacle]] - Place Edgeless Safety Cubes into these receptacles to activate different types of objects. Introduced in [[Portal 2 Co-op Course 1 Chamber 2|Co-op Course 1 Chamber 2]].


== List of test chambers ==


== List of Test Chambers ==
===Official Games===
=== Portal Test Chambers ===
==== ''Portal'' test chambers ====
{{See also|Portal}}
{{Main|List of Portal chambers}}


=== Portal: Still Alive Test Chambers ===
==== ''Portal 2'' test chambers ====
{{See also|Portal: Still Alive}}
{{Main|List of Portal 2 chambers}}


=== Portal 2 Test Chambers ===
==== ''Portal: Still Alive'' test chambers ====
{{See also|Portal 2}}
{{Main|Portal: Still Alive}}


=== Portal 2 Co-op Test Chambers ===
===Mods===
{{See also|Co-op}}


=== Portal 2 Sixense MotionPack DLC Test Chambers ===
==== ''Portal Stories: Mel'' test chambers ====
{{See also|Portal 2 Sixense MotionPack DLC}}
{{Main|List of Portal Stories: Mel chambers}}




{{TestChambersNav}}
{{TestChambersNav}}
{{ModTestChambersNav}}
[[Category:Test Chambers]]

Latest revision as of 03:49, 9 May 2024

A Test Chamber door

Test Chambers are a vital part of the Portal series and the Aperture Science Enrichment Center. Via 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 hundreds and more test chambers throughout the Enrichment Center, which can be easily reconfigured and recycled to form another new test chamber. In Portal 2, these chambers can be swiftly created by GLaDOS with the usage of robotic arms carrying panels and combining them with other panels to form a ceiling, floor, and walls.

Aesthetically, these chambers bear resemblance to a hospital with its sterile environment; due to the lighting used within chambers, and the black and white coloring of the walls, floors, and ceilings.

Design/Styles

Portal

Clinical

The clinical look

Every Portal chamber (not including the escape sequences) has a distinct and recognizable look - white, sterile rooms with an atmosphere that conveys the emotions of loneliness. Most of the details seem a little blurry, possibly done on purpose to create a dusty, old atmosphere and immerse the player better into the experience.

Portal 2

"Remastered" clinical

Remastered clinical look

Sections of Portal 2 chambers that look like the chambers from Portal, but made to fit the theme of the game and more refreshed and modern compared to the looks of Portal. The panels are more reflective, polished, and easily recognizable to the average player. Every item design is revamped to suit the game's modernistic theme.

Chapters that this style appears in: "The Surprise", "Team Building" (Co-op), "Mass and Velocity" (Co-op), "Excursion Funnels" (Co-op) and the Perpetual Testing Initiative

Decayed/ruined

Decayed, ruined chambers

This type of level design can be seen mostly in the first chapter of Portal 2, where the player explores the devastating designs of destroyed levels. Outgrown leaves and grass dominate over the ruined panels mostly missing the final touch, just having the metal holder rim visible on the surface. The ruins don't seem a big roadblock to the player, but might impose a sort of emotional feeling to the player because the reason why Aperture has gone decayed is the side effect of the player's actions in the first game, and might find themselves guilty, even though they shouldn't be.

Chapters that this style appears in: "The Courtesy Call" and "Hard-Light Surfaces"(Co-op)

Reconstructing

GLaDOS's reconstructed test

This type of level design can be seen after you reboot GLaDOS and she is cleaning the facility, This style is very similar to the Overgrown style with some exceptions: Foilage is nowhere to be seen, birds can't be heard and the essential test mechanics(Heavy Duty Super-Colliding Super Button, Cubes, etc...) are all clean, Panels can be seen trying to go back to their designed places(with some failures along the way.) and some panels are dirty while others are brand new. As you go through the test chambers, the test chambers have less destruction and more clean Panels until Portal 2 Chapter 4 Test Chamber 20 where the facility is finally clean.

Chapters that this style appears in: "The Cold Boot", "The Return" and "The Surprise"

50-80's era Aperture

50-80's era design

Through the Portal 2 storyline, the player encounters old-looking levels with graphics predating the 90's. The so-called Cave Johnson levels have a distinct look no other level design has. Its color use shifts more to the hues of green, yellow, brown etc., which is quite different to the color scheme all of the other Portal levels have - the hues of black and white. The contents of the test chambers' designs are more colorful and noticeable. Almost everything doesn't cut corners, other than the decorative pipes.

Chapters that this style appears in: "The Fall", "The Reunion", "Mobility Gels" (Co-op), and "Art Therapy" (Co-op and only the last area of the course)

Wheatley's Chaotic Chambers

Wheatley's Test chambers

This is the last type of level design and can be seen in the last two chapters of the single-player storyline. These test chambers are made by Wheatley and it's made clear that he doesn't know how to make them. Different chambers that have nothing to do with the other are mashed together, holes are everywhere in the walls, and every few seconds an explosion happens (because of the overheating nuclear reactor that powers the facility). In the latter tests, fire can be seen in the background. Instead of the normal goo, there are bottomless pits. The test chambers are full of pipes making it very clear that Wheatley is putting tests where they weren't supposed to be. Instead of the normal Weighted Storage Cubes there are the Frankenturrets, and monitors are everywhere for Wheatley to talk to Chell and GLaDOS.

Chapters that this style appears in: "The Itch" and "The Part Where He Kills You"

Challenge modes

In Portal, challenge mode test chambers can be found in the game's "Bonus Maps" menu option. In Portal 2 however, the challenge modes can be played via selecting "Play Challenge Mode" in either single-player or co-op.

The chambers in the challenge mode are identical to the original campaign versions, only with the implementation of goal-based puzzles. These include completing the map with the:

  • Least amount of portals deployed
  • Least time elapsed
  • Least amount of steps taken (Available in Portal only)

In Portal, the stats will be compared to the goal, and if you matched the number of portals / steps / time to the goal (or got less than it), it will get harder and harder. In 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.

Advanced chambers

Available only in 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.

Related achievements

Portal

Basic Science
Basic Science
Earn bronze medals on all Portal challenges.
Rocket Science
Rocket Science
Earn silver medals on all Portal challenges.
Aperture Science
Aperture Science
Earn gold medals on all Portal challenges.
Cupcake
Cupcake
Beat two Portal advanced maps.
Fruitcake
Fruitcake
Beat four Portal advanced maps.
Vanilla Crazy Cake
Vanilla Crazy Cake
Beat all six Portal advanced maps.

Test chamber mechanics

Main article: Mechanics

Portal

See also: Portal

Portal 2

See also: Portal 2

List of test chambers

Official Games

Portal test chambers

Main article: List of Portal chambers

Portal 2 test chambers

Main article: List of Portal 2 chambers

Portal: Still Alive test chambers

Main article: Portal: Still Alive

Mods

Portal Stories: Mel test chambers

Main article: List of Portal Stories: Mel chambers