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Formatting, proper capitalisation of chapter name
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angussidney
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That does make sense in the part where he kills youThe Part Where He Kills You, but they had to put that in because the room was moving.

There was one in chapter 4 when you escape from Glados light bridge experiment. I wanna say it's test chamber 22. Anyway, once the lights turn off, you are in a different and similar room. It doesn't make too much sense to duplicate the room cause they didn't have to.

Anyway here is the part where Wheatley comes to save you:

enter image description here

You can see two distinct test chamber rooms. The test chamber one with the entrance that you came in from:

entrance room

You'll notice that the rest of the level is missing from this room. It should extend from the near right side.

Then there is a completely different one that is missing an entrance that connects to the escape from Glados.

escape room

And here is a shot that shows both the rooms in the same load from the escape side.

both rooms from the escape side

And from the entrance side

Both rooms from the entrance side

What is interesting about this isn't that they did it, it's why they did it. As far as I can tell, there was no reason to other than because they could or because this is what they left in for us to find.

However, I totally agree with the death trap theory. I checked that out and they stuck that turret room somewhere else. They couldn't use the room that moved because of all the destructive animation they had just done on the left side of the room. If you watch that room crash into the wall, you'll see a lot of stuff deforming inwards which would have poked through to the turret room.

I have to say though, after searching around the game for this, the level designers did an awesome job of placing everything together in a linear fashion. There as some levels I was sure wouldn't work out, but they crammed it all together quite nicely when you look at it.

That does make sense in the part where he kills you, but they had to put that in because the room was moving.

There was one in chapter 4 when you escape from Glados light bridge experiment. I wanna say it's test chamber 22. Anyway, once the lights turn off, you are in a different and similar room. It doesn't make too much sense to duplicate the room cause they didn't have to.

Anyway here is the part where Wheatley comes to save you:

enter image description here

You can see two distinct test chamber rooms. The test chamber one with the entrance that you came in from:

entrance room

You'll notice that the rest of the level is missing from this room. It should extend from the near right side.

Then there is a completely different one that is missing an entrance that connects to the escape from Glados.

escape room

And here is a shot that shows both the rooms in the same load from the escape side.

both rooms from the escape side

And from the entrance side

Both rooms from the entrance side

What is interesting about this isn't that they did it, it's why they did it. As far as I can tell, there was no reason to other than because they could or because this is what they left in for us to find.

However, I totally agree with the death trap theory. I checked that out and they stuck that turret room somewhere else. They couldn't use the room that moved because of all the destructive animation they had just done on the left side of the room. If you watch that room crash into the wall, you'll see a lot of stuff deforming inwards which would have poked through to the turret room.

I have to say though, after searching around the game for this, the level designers did an awesome job of placing everything together in a linear fashion. There as some levels I was sure wouldn't work out, but they crammed it all together quite nicely when you look at it.

That does make sense in The Part Where He Kills You, but they had to put that in because the room was moving.

There was one in chapter 4 when you escape from Glados light bridge experiment. I wanna say it's test chamber 22. Anyway, once the lights turn off, you are in a different and similar room. It doesn't make too much sense to duplicate the room cause they didn't have to.

Anyway here is the part where Wheatley comes to save you:

enter image description here

You can see two distinct test chamber rooms. The test chamber one with the entrance that you came in from:

entrance room

You'll notice that the rest of the level is missing from this room. It should extend from the near right side.

Then there is a completely different one that is missing an entrance that connects to the escape from Glados.

escape room

And here is a shot that shows both the rooms in the same load from the escape side.

both rooms from the escape side

And from the entrance side

Both rooms from the entrance side

What is interesting about this isn't that they did it, it's why they did it. As far as I can tell, there was no reason to other than because they could or because this is what they left in for us to find.

However, I totally agree with the death trap theory. I checked that out and they stuck that turret room somewhere else. They couldn't use the room that moved because of all the destructive animation they had just done on the left side of the room. If you watch that room crash into the wall, you'll see a lot of stuff deforming inwards which would have poked through to the turret room.

I have to say though, after searching around the game for this, the level designers did an awesome job of placing everything together in a linear fashion. There as some levels I was sure wouldn't work out, but they crammed it all together quite nicely when you look at it.

That does make sense in the Partpart where he kills you, but they had to put that in because the room was moving.

There was one in chapter 4 when you escape from Glados light bridge experiment. I wanna say itsit's test chamber 22. anywayAnyway, once the lights turn off, you are in a different and similar room. It doesn't make too much sense to duplicate the room cause they didn't have to.

Anyway here is the part The part wherewhere Wheatley comes to save you  :

enter image description here

You can see two distinct test chamber rooms. The test chamber one with with the entrance that you came in on from:

entrance room you'll

You'll notice that the rest of the level is missing from this room. It should extend from the near right side.

Then there is a completely different one that is missing an entrance. escape room that connects to the escape from gladosGlados.

andescape room

And here is a shot that shows both the rooms in the same load both rooms from the escape side From from the escape side.

both rooms from the escape side

And from the entrance side   

Both rooms from the entrance side

What is interesting about this isn't that they did it, itsit's why they did it. As far as I can tell, there was no reason to other than because they could or because this is what they left in for us to find.

However, I totally agree with the death trap theory. I checked that out and they stuck that turret room somewhere else. They couldn't use the room that moved because of all the destructive animation they had just done on the left side of the room. If you watch that room crash into the wall there, you'll see allota lot of stuff deforming inwards which would have poked through to the turret room.

I have to say though, after searching around the game for this, Thethe level designers did an awesome job of placing everything together in a linear fashion. There as some levels I was sure wouldn't work out, but they crammed it all together quite nicely when you look at it.

That does make sense in the Part where he kills you but they had to put that in because the room was moving.

There was one in chapter 4 when you escape from Glados light bridge experiment. I wanna say its test chamber 22. anyway once the lights turn off you are in a different and similar room. It doesn't make too much sense to duplicate the room cause they didn't have to.

Anyway here is the part The part where Wheatley comes to save you  enter image description here

You can see two distinct test chamber rooms. The test chamber one with the entrance that you came in on entrance room you'll notice that the rest of the level is missing from this room. It should extend from the near right side.

Then there is a completely different one that is missing an entrance. escape room that connects to the escape from glados

and here is a shot that shows both the rooms in the same load both rooms from the escape side From the escape side.

And from the entrance side  Both rooms from the entrance side

What is interesting about this isn't that they did it, its why they did it. As far as I can tell there was no reason to other than because they could or because this is what they left in for us to find.

However I totally agree with the death trap theory I checked that out and they stuck that turret room somewhere else. They couldn't use the room that moved because of all the destructive animation they had just done on the left side of the room. If you watch that room crash into the wall there you'll see allot of stuff deforming inwards which would have poked through to the turret room.

I have to say though after searching around the game for this, The level designers did an awesome job of placing everything together in a linear fashion. There as some levels I was sure wouldn't work out but they crammed it all together quite nicely when you look at it.

That does make sense in the part where he kills you, but they had to put that in because the room was moving.

There was one in chapter 4 when you escape from Glados light bridge experiment. I wanna say it's test chamber 22. Anyway, once the lights turn off, you are in a different and similar room. It doesn't make too much sense to duplicate the room cause they didn't have to.

Anyway here is the part where Wheatley comes to save you:

enter image description here

You can see two distinct test chamber rooms. The test chamber one with the entrance that you came in from:

entrance room

You'll notice that the rest of the level is missing from this room. It should extend from the near right side.

Then there is a completely different one that is missing an entrance that connects to the escape from Glados.

escape room

And here is a shot that shows both the rooms in the same load from the escape side.

both rooms from the escape side

And from the entrance side 

Both rooms from the entrance side

What is interesting about this isn't that they did it, it's why they did it. As far as I can tell, there was no reason to other than because they could or because this is what they left in for us to find.

However, I totally agree with the death trap theory. I checked that out and they stuck that turret room somewhere else. They couldn't use the room that moved because of all the destructive animation they had just done on the left side of the room. If you watch that room crash into the wall, you'll see a lot of stuff deforming inwards which would have poked through to the turret room.

I have to say though, after searching around the game for this, the level designers did an awesome job of placing everything together in a linear fashion. There as some levels I was sure wouldn't work out, but they crammed it all together quite nicely when you look at it.

I Added pictures now that I have enough rep to do it
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That does make sense in the Part where he kills you but they had to put that in because the room was moving.

There was one in chapter 4 when you escape from Glados light bridge experiment. I wanna say its test chamber 22. anyway once the lights turn off you are in a different and similar room. It doesn't make too much sense to duplicate the room cause they didn't have to.

Anyway here is the part The part where Wheatley comes to save you enter image description here

you can see this at a different page at roosterteeth where they let me put up pictures. YouYou can see two distinct test chamber rooms. The test chamber one with the entrance that you came in on entrance room you'll notice that the rest of the level is missing from this room. It should extend from the near right side.

Then there is a completely different one that is missing an entrance. escape room that connects to the escape from glados

you can see two distinct rooms one with an entrance and one withouthere is a shot that shows both the rooms in the same load both rooms from the escape side From the escape side. Sadly

And from the site wouldn't let me put actual pictures onentrance side Both rooms from the entrance side

What is interesting about this isn't that they did it, its why they did it. but your welcomeAs far as I can tell there was no reason to check it out yourselfother than because they could or because this is what they left in for us to find.

However I totally agree with the death trap theory I checked that out and they stuck that turret room somewhere else. They couldn't use the room that moved because of all the destructive animation they had just done on the left side of the room. If you watch that room crash into the wall there you'll see allot of stuff deforming inwards which would have poked through to the turret room.

I have to say though after searching around the game for this, The level designers did an awesome job of placing everything together in a linear fashion. There as some levels I was sure wouldn't work out but they crammed it all together quite nicely when you look at it.

That does make sense in the Part where he kills you but they had to put that in because the room was moving.

There was one in chapter 4 when you escape from Glados light bridge experiment. I wanna say its test chamber 22. anyway once the lights turn off you are in a different and similar room. It doesn't make too much sense to duplicate the room cause they didn't have to.

Anyway here is the part The part where Wheatley comes to save you

you can see this at a different page at roosterteeth where they let me put up pictures. You can see two distinct test chamber rooms. The test chamber one with the entrance that you came in on that connects to the escape from glados

you can see two distinct rooms one with an entrance and one without. Sadly the site wouldn't let me put actual pictures on this. but your welcome to check it out yourself.

However I totally agree with the death trap theory I checked that out and they stuck that turret room somewhere else. They couldn't use the room that moved because of all the destructive animation they had just done on the left side of the room. If you watch that room crash into the wall there you'll see allot of stuff deforming inwards which would have poked through to the turret room.

I have to say though after searching around the game for this, The level designers did an awesome job of placing everything together in a linear fashion. There as some levels I was sure wouldn't work out but they crammed it all together quite nicely when you look at it.

That does make sense in the Part where he kills you but they had to put that in because the room was moving.

There was one in chapter 4 when you escape from Glados light bridge experiment. I wanna say its test chamber 22. anyway once the lights turn off you are in a different and similar room. It doesn't make too much sense to duplicate the room cause they didn't have to.

Anyway here is the part The part where Wheatley comes to save you enter image description here

You can see two distinct test chamber rooms. The test chamber one with the entrance that you came in on entrance room you'll notice that the rest of the level is missing from this room. It should extend from the near right side.

Then there is a completely different one that is missing an entrance. escape room that connects to the escape from glados

and here is a shot that shows both the rooms in the same load both rooms from the escape side From the escape side.

And from the entrance side Both rooms from the entrance side

What is interesting about this isn't that they did it, its why they did it. As far as I can tell there was no reason to other than because they could or because this is what they left in for us to find.

However I totally agree with the death trap theory I checked that out and they stuck that turret room somewhere else. They couldn't use the room that moved because of all the destructive animation they had just done on the left side of the room. If you watch that room crash into the wall there you'll see allot of stuff deforming inwards which would have poked through to the turret room.

I have to say though after searching around the game for this, The level designers did an awesome job of placing everything together in a linear fashion. There as some levels I was sure wouldn't work out but they crammed it all together quite nicely when you look at it.

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