Modular Portal Testing Chamber
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New Look & Over 2000!On
This project just received a new look, including updated renders and a better formatted description. Hopefully this helps continue gathering support.
Speaking of which: thank you so much to the over 2000 of you who have supported this project so far! We’re over 20% of the way there! I never hoped I would get to say that, I’m so happy that this project has come as far as it has!
I’ve been slow updating the model, as I had a bit of a rough first quarter, but now finals are over and next quarter is better planned, I’ll be more regularly updating the content and describing new features (for example, the door and faith plate parts counts have been reduced but I just included this in the description).
As I keep developing new elements, I realize more and more how valuable modularity is. I hadn’t thought of adding gels or the overgrown look when first conceptualizing this set, but thanks to modularity I’ve been able to! As several supporters have put it, this set is a reflection of the Lego spirit, the ideals of creative and modular building.
Thank you for your support and for sharing it with friends as much as you have up to this point, hopefully we keep growing to that 10,000! :D
This is rendered to show how well panels can be tilted to cover gaps. The answer is somewhat well. I’m investigating ways to cover the exposed parts of the panel, not sure how just yet.
New Dimensions of TestingOn
I quickly rendered up what it would look like to have each section of wall at a different depth, to achieve a diagonal test chamber.
Note that this uses all of the included 27 panels, and leaves the builder with three more modular bases that can hold a chamberlock, aerial faith plate, crusher, or Wheatley rail.
The surfaces shown are some of the ones that will be included with the set (except maybe the goo, I’m totally sure yet). I tried to show that with surface pieces, the background color can be either light or dark gray (either portalable or non-portalable).
There's meant to be horizontal wall connectors as well, they aren't shown here.
More interesting tests on the way! :D
I thought of a way to further increase modularity in the set, and when testing it even reduced the parts count by 12 parts!
The way to do it is shift the axle holes on the vertical wall elements to be in line with the modular unit system (6 studs round), and doing this means the wall can have panels at different depths.
Here’s an example chamber using these pushed back panels, along with the overgrown aesthetic.
Overgrown Aperture ConceptOn
Here is a concept for how the test chamber could be made to look overgrown, like at the start of the game, with minimal added parts. I rendered a wall on its own at first, and then a regular 3 by 3 chamber to put it in context.
I experimented with a variety of techniques to make it look overgrown: There’s a panel coming loose, a panel completely missing it’s head, , two panels with metal understructure showing, two panels with only rusted metal grating remaining on their surface, a panel with a cracked surface accomplished with jumper plates, ivy and leaves growing on the walls and floor, debris on the floor, and a turret with one shell having fallen. These are just some ideas for making it look overgrown, and thankfully most involve removing parts from built models, meaning the only additions are leaves, ivy, clips and rusted metal. I think to look good it should have even more foliage than it does now, what do you guys think?
This is my design for a Frankenturret! They live inside the Aperture Science Weighted Storage Cubes, so I scaled them to the cubes in the testing chamber. There are two variants, with a tooth piece on the head and without. I quite like this scale, what do you all think?
Large Suggestion Response 2On
Here are updated or finalized designs for some elements:
Lots of Characters!
The Rocket Turret from the first Portal game is being added! It features a missile that is easy to shoot (the old flick-fire style), and is very poweable! Even though it never appeared this way in-game, you can place it onto walls and ceilings. There is one Rocket Turret included, with three transparent eye colors (green, yellow, red).
Here are the Atlas and P-Body designs I’ve settled on, I don’t expect to modify these for some time (but if a brilliant idea strikes you, do let share it with me!)
PotatOS was suggested, so here’s what I’ve got! It’s eight parts, including the bird’s nest and the old colored table it’s on, and will be placed as an Easter egg behind the horizontal and vertical connector elements, just like the cake, radio, and water.
Turrets received a LOT of review, and defective turrets were requested. These are the designs I’m settling on for now. The regular turrets are white, pristine, and have a signature roundness, so they stay rather tall. Though the defective turrets have the same structure for their side panels, no combination of parts I found yielded a 4 stud long side panel while also looking skeletal. Therefore, the defective turrets will have smaller side wings. The defective turrets also lacked the top shell of the turret, which is why their bodies are shorter.
While it may look nice, the toxic goo isn’t as playable as deadly pits (a minifigure can’t fall in), and it takes up an entire modular unit. Therefore, the set will not have goo included, as the functions of goo and deadly pits as hazards are identical.
I do not believe hard light bridges would add a lot of play, because they’re rather large and clunky, but here are some concepts. I really like the one that can extend, but this wouldn’t work so well with portals. Neither design would be spectacular with portals, but the clip-on simple one would be easier to make compatible (and of course the colors are able to change, I just demonstrated some concepts).
Emancipation grills wouldn’t be very playable, it’s hard to make them look solid and also pass minifigures through. And I’m unsure where they’d go, maybe in the test somewhere, but it would be very conceptual to play with them.
I have not been using Studio/Studio 2 for these renders, so I don’t have a parts list available for fans to order their own parts. However, rest assured if this doesn’t become a set, I’ll make sure to get the instructions out there (even if it means downloading and learning to use Studio ;D). I really want the community to have the resources to build their own custom chambers using the DosBrosComiX modular system, which is why I’m rendering so many models that may never be included. The modular system I’ve created makes it incredibly easy to add new tiles and designs.
I’ve been replaying Portal 2 to get a better look at the back of defective turrets (they have a pale blue tank on their backs), and I noticed something that would be really interesting to model, and possibly add…
Here are newer models for turrets. They’re smaller, more accurate, easier to knock over, and have defective variants!
I’d really like to include at least one defective turret, perhaps in one of the back areas (after all, in Portal 2 the humans converted turrets to protect the human vault, and they were stripped, similar to defective turrets in the main campaign).
Here's some defective turrets with a little bit of color (the two colors are actually different, I don't know which I prefer)
The entire time they were rendering I was hearing “Here in the Darkness We’re Free” (Portal The Unauthorized Musical).
Atlas and P-Body ProgressOn
Recently, a user named the_brixpert share their design for Atlas with me, which sparked a new wave of designs for the two robots. As seen below, their design is on the far left, and after that are the designs I’ve created from it. The difference in the two Atlases are the tiles on the sides of the head, while the three P-bodies have some difference in body structure. I feel the last P-Body is most accurate to in-game, because P-Body is much thinner than Atlas.
Major goals are: Arms above eyes, noticeable differences in height and width, and moveable wrists.
I don’t know that these are finished products, but they’re closer :)
Here’s two designs for the rocket turret from Portal (the first game). The rocket can actually be launched from the turret, and the turret itself is quite poseable. The only difference between the two is the head part, though both turrets have the same number of parts (14, including the round base they attach to).
I also rendered them from a new angle, and with a transparent eye.
Which of the four would you prefer, if any? Is it worth adding one to the set?