A mod for Portal
On October 22nd, 2008 a port of Portal was released onto the Xbox Live Arcade under the title: "Portal: Still Alive". Outside of being a simple port of the game, it included 14 new bonus maps which were based on Portal: The Flash Version Mappack made by Hen Mazolski. After 9 years, you can now play these levels on PC! The maps have been revamped a small ammount, with generally improved and shaprer lighting across the chambers. As well as this, our mod includes a mockup of the cut ending of the bonus chambers, was the same as the ending of The Flash Version Mappack, except with GLaDOS removed and other minor changes. It also includes the "GLaDOS Voice Map", a level made in 2009 by Hen Mazolski as a proof-of-concept for a GLaDOS voice actor he had acquired late in the development of The Flash Version Mappack, but did not put to use in the mappack. Features List: The 14 “Still Alive” Chambers playable on PC with improved lighting. The Original Flash Version Mappack by Hen Mazolski. “GLaDOS Voice Map” by Hen Mazolski. Cut "Death Cube” texture used in Chambers 3, 4, 6, and 12. Mockup of the cut escape ending of the Still Alive bonus chambers. “Challenge” versions of the 14 chambers, with the original time, footstep, and portal amount values.
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Being Portal-savvy probably spoiled a bunch of the fun of these, as they felt very easy. But it's not even because the solutions are easy, it's just that a lot of it feels like it's relying too much on what would be the player's movement. Leave a cube here in this button, pass one of those electrical things (???) whilist leaving a portal right besides the cube, get past the gate that the cube opens then grab the cube placing a portal inside of the enclosure. And things like that, (I made it sound pretty basic but there's some actual techniques like building falling speed by placing two portals parallel to each other and then launching yourself straight up) which I guess would be rather difficult for somebody's first time playing the game and in a controller, but when you have someone very used to Source engine movement it becomes kind of a brainless puzzle. I can still appreciate the level of effort and consistency behind those 16 chambers, but they're all pretty damn easy to do.
Also, for some reason they didn't include GLaDOS voice lines at all, not even reused ones, making Still Alive feel pretty silent and lonely all the way through which was an interesting choice for such bland looking chambers, almost looking like mental wards from how much the white tiles are used.