Off the top of my head, it might suit Traveller best for two reasons - because it has a certain old-school lineage, like AD&D, which might make it feel a better fit, and also because the sandbox nature of Traveller (like AD&D) helps play to this mission type. If it's to be a sort of trap for greedy PCs who could quit anytime they want, it needs a campaign stucture in which that's an option for the PCs; A direct port of Portal, though a good inspiration, would see the group trapped within the "dungeon" and forced to fight their way out, in which case the deathtraps somehow feel more arbitrary.
I wonder how much of the fluff you can keep intact, how many traps could get a direct port with enough tweaks to seem new? The word "demicyborg" appeals...
I think this must be it- Gary's response above only makes sense if it works this way. As you said, 10 minutes is plenty of time to search, find the real way out, and move on. If they stick around to loot then things can quickly go bad. They'll have snakes to deal with and the shaking floor meaning their very likely to wind up with one of the tapestry traps going off. In fact, since fire is the most common way to deal with green slime, there's a good chance they'll trigger both- and soon have a room full of mold or slime![MENTION=31216]Bullgrit[/MENTION]...
And, if the intent was to give the PC's a full turn to explore the room before the floor explodes, I can see Gygax's point. 10 minutes is plenty of time for the PC's to learn that the obvious way out is false and to check behind the tapestries for secret doors. Goofing around with the empty boxes and crates increases the chances that the floor goes off and makes finding the secret door much riskier.