[SP] Antiquated Aperture
Quote from wildgoosespeeder on April 28, 2012, 2:23 amI was able to exploit two things:
[spoiler]1. The button that is timed that reveals a portal-able panel for a few seconds, never needed to use it. I was somehow able to coat the angled panel from a different angle by messing around with the Conversion Gel in that room to configure the portal placements in my favor. I did it that way because I have no clue what the intended solution is for that area.
2. Last room, never needed to use the nearby Conversion Gel. I cleverly placed Repulsion Gel in-line with the fizzler and then bounced both cubes to the other side while I stood on the button that deactivates the fizzler.[/spoiler]
I was able to exploit two things:
2. Last room, never needed to use the nearby Conversion Gel. I cleverly placed Repulsion Gel in-line with the fizzler and then bounced both cubes to the other side while I stood on the button that deactivates the fizzler.

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Quote from KennKong on April 28, 2012, 9:32 pmI did not enjoy playing this at all. The puzzles were quite simple in design, but a total pain in execution. It seemed that in almost every area I had to snipe a portal more than halfway across the sphere. The running back and forth trying to find sight lines got tiresome very quickly.
I think I broke the puzzle with the conversion gel, because I used the blue gel twice at the very beginning, and that was it. It was hard to tell, because so many parts of the map were broken by design. All I know for sure is that I spent a lot of time running around in useless places.
I think the concept of the map is valid: using the few working elements to work around the broken parts. I think it would have been better if the broken bits had changed the way I solved the puzzles, but all it really did was change the way I got around.
The old Aperture theme was missed by quite a bit, with things that belong outside spheres being inside (e.g. stone columns). Even so, I thought it looked good.
This one goes on my won't play it again list. 3/5 from me.
I did not enjoy playing this at all. The puzzles were quite simple in design, but a total pain in execution. It seemed that in almost every area I had to snipe a portal more than halfway across the sphere. The running back and forth trying to find sight lines got tiresome very quickly.
I think I broke the puzzle with the conversion gel, because I used the blue gel twice at the very beginning, and that was it. It was hard to tell, because so many parts of the map were broken by design. All I know for sure is that I spent a lot of time running around in useless places.
I think the concept of the map is valid: using the few working elements to work around the broken parts. I think it would have been better if the broken bits had changed the way I solved the puzzles, but all it really did was change the way I got around.
The old Aperture theme was missed by quite a bit, with things that belong outside spheres being inside (e.g. stone columns). Even so, I thought it looked good.
This one goes on my won't play it again list. 3/5 from me.
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Basic Mod for playing .vpk files Needs to be updated for dlc2, but still works[/spoiler]
Quote from RubyCarbuncIe on April 28, 2012, 9:35 pmDrat! I knew I forgot something, I'm sorry I forgot to upload the video for you before I left for the weekend, heck I forgot to even render it so that it could be uploaded. I should be able to get that up as soon as I'm home. Sorry for being so late about it.
Drat! I knew I forgot something, I'm sorry I forgot to upload the video for you before I left for the weekend, heck I forgot to even render it so that it could be uploaded. I should be able to get that up as soon as I'm home. Sorry for being so late about it.
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[spoiler]Maps:
RBC 1 RBC 2
Blue Walls
Converting Propulsion
One Week Creation
Secondary Fire
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Ongoing Projects:
Alive & Kicking: Chamber 18 Secondary Fire[/spoiler]
Quote from Groxkiller585 on April 28, 2012, 10:38 pmsicklebrick wrote:I've had a bit of an internal struggle deciding whether or not to post these...
On the one hand, it likely means more work for you, and they're kinda roundabout routes...On the other hand, each route contains a few easy enough shortcuts, and if it were my map, I'd at least like to know... So I'm posting them anyway on the understanding that I'm seriously not picking holes in your map; It's in my top 5, I love exploring, and damn.. i just enjoy the shit out of paint maps!Without cubes..
[spoiler]gBTggEfS4J8
(Excuse any slow parts.. I was changing the routes while recording...)[/spoiler]With cubes..
[spoiler]mGWDlbkGqX4[/spoiler]...
Well, I give up. I don't think you can control Conversion gel. It's just too break-everything-in-sight. I think I did a good job at containing what was obvious however. I congratulate you on finding what has to be the most unintended, obscure and crazy way to beat the map.
wildgoosespeeder wrote:I was able to exploit two things:[spoiler]1. The button that is timed that reveals a portal-able panel for a few seconds, never needed to use it. I was somehow able to coat the angled panel from a different angle by messing around with the Conversion Gel in that room to configure the portal placements in my favor. I did it that way because I have no clue what the intended solution is for that area.
2. Last room, never needed to use the nearby Conversion Gel. I cleverly placed Repulsion Gel in-line with the fizzler and then bounced both cubes to the other side while I stood on the button that deactivates the fizzler.[/spoiler][spoiler]For the first part: which version of the map do you have? I added something in v1.1 that literally makes that impossible to happen: the panel is covered in a paint cleanser until the button is pressed. If it is 1.1 it's a problem with the engine and not me, so it's not something I can fix.
This has been mentioned already, and is an accepted alternate solution. Thanks for mentioning it anyway
[/spoiler]
RubyCarbuncIe wrote:Drat! I knew I forgot something, I'm sorry I forgot to upload the video for you before I left for the weekend, heck I forgot to even render it so that it could be uploaded. I should be able to get that up as soon as I'm home. Sorry for being so late about it.Tis fine, tis fine.
On the one hand, it likely means more work for you, and they're kinda roundabout routes...On the other hand, each route contains a few easy enough shortcuts, and if it were my map, I'd at least like to know... So I'm posting them anyway on the understanding that I'm seriously not picking holes in your map; It's in my top 5, I love exploring, and damn.. i just enjoy the shit out of paint maps!
Without cubes..
(Excuse any slow parts.. I was changing the routes while recording...)
With cubes..
...
Well, I give up. I don't think you can control Conversion gel. It's just too break-everything-in-sight. I think I did a good job at containing what was obvious however. I congratulate you on finding what has to be the most unintended, obscure and crazy way to beat the map.
2. Last room, never needed to use the nearby Conversion Gel. I cleverly placed Repulsion Gel in-line with the fizzler and then bounced both cubes to the other side while I stood on the button that deactivates the fizzler.
This has been mentioned already, and is an accepted alternate solution. Thanks for mentioning it anyway

Tis fine, tis fine.

Quote from Groxkiller585 on April 28, 2012, 10:43 pmKennKong wrote:I did not enjoy playing this at all. The puzzles were quite simple in design, but a total pain in execution. It seemed that in almost every area I had to snipe a portal more than halfway across the sphere. The running back and forth trying to find sight lines got tiresome very quickly.I think I broke the puzzle with the conversion gel, because I used the blue gel twice at the very beginning, and that was it. It was hard to tell, because so many parts of the map were broken by design. All I know for sure is that I spent a lot of time running around in useless places.
I think the concept of the map is valid: using the few working elements to work around the broken parts. I think it would have been better if the broken bits had changed the way I solved the puzzles, but all it really did was change the way I got around.
The old Aperture theme was missed by quite a bit, with things that belong outside spheres being inside (e.g. stone columns). Even so, I thought it looked good.
This one goes on my won't play it again list. 3/5 from me.
Well i'm sorry you didn't think this map worth your time. Regardless I am happy you took the time to post your opinion and thanks for playing anyway.
I think I broke the puzzle with the conversion gel, because I used the blue gel twice at the very beginning, and that was it. It was hard to tell, because so many parts of the map were broken by design. All I know for sure is that I spent a lot of time running around in useless places.
I think the concept of the map is valid: using the few working elements to work around the broken parts. I think it would have been better if the broken bits had changed the way I solved the puzzles, but all it really did was change the way I got around.
The old Aperture theme was missed by quite a bit, with things that belong outside spheres being inside (e.g. stone columns). Even so, I thought it looked good.
This one goes on my won't play it again list. 3/5 from me.
Well i'm sorry you didn't think this map worth your time. Regardless I am happy you took the time to post your opinion and thanks for playing anyway.

Quote from sicklebrick on April 28, 2012, 10:54 pmGroxkiller585 wrote:Well, I give up. I don't think you can control Conversion gel....Not really.. but to be fair this is about the tightest white paint map I've seen... more so than valve's or my own for sure
I certainly hope you make another!
Not really.. but to be fair this is about the tightest white paint map I've seen... more so than valve's or my own for sure I certainly hope you make another!
Quote from NeoDinian on April 28, 2012, 11:13 pmI love the paint maps. Gets you to think beyond the box rather than just outside of it. Like using quick portal placements to "Throw" the gel where you need it.
Heck, I spent an hour on a mission to get white paint on the large EXIT sign.
Managed to get the corner (E and part of X), but not the whole sign...
One thing thought, with the paint maps, you may want to put roofs on all your buildings, unless they are made without and one can fall into them. On the roof of the building with the first box, you can see into the room, but don't fall through. Inside the room has a ceiling though.
I love the paint maps. Gets you to think beyond the box rather than just outside of it. Like using quick portal placements to "Throw" the gel where you need it.
Heck, I spent an hour on a mission to get white paint on the large EXIT sign. Managed to get the corner (E and part of X), but not the whole sign...
One thing thought, with the paint maps, you may want to put roofs on all your buildings, unless they are made without and one can fall into them. On the roof of the building with the first box, you can see into the room, but don't fall through. Inside the room has a ceiling though.
Quote from John11 on April 29, 2012, 2:04 pmI just did a least portals run:
Qn_pc3b9NRc
I just did a least portals run:
Qn_pc3b9NRc
Quote from sicklebrick on April 29, 2012, 7:56 pmNice ^^ Wish I'd thought of that
Nice ^^ Wish I'd thought of that
Quote from Haggis on April 30, 2012, 2:30 pmAnother great map GroxKiller. Fantastic looking, and as alot of people have said already, it was real fun to play. Got stuck at a couple of bits, but gave a little chuckle when i figured it out.
Another great map GroxKiller. Fantastic looking, and as alot of people have said already, it was real fun to play. Got stuck at a couple of bits, but gave a little chuckle when i figured it out.