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[SP] Aperture Time Testing Center

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KennKong wrote:
I'm not going to rate this one yet, because it clearly isn't working quite right.

Spoiler
I first solved it by going to the past, turning off the turret production, and throwing all the turrets into the pit. Along the way I found the easter egg. I then solved it much too quickly by going to the past, turning off the turret production, and pulling the frame out of the floor. I never went near the turret boxes. I went to the present, and there were no turrets.

Is the room upstairs (with the tube) anything more than

Spoiler
tje world's largest easter egg basket
? I couldn't see any use for it, or for the portal in it.

Does the room downstairs (with nothing in it) have any purpose either?

You can carry a boxed turret into the time machine, but it doesn't fizzle, nor travel with you. This doesn't make sense.

Finally, an info_placement_helper on the lightbridge wouldn't hurt.

Keep working on it, it's an idea with potential, but way too many kinks as it is. I really appreciate your efforts on this and your other maps to create new game elements.

Hmmmmm.. have you seen another button with a portal?

Spoiler
pants! Pants Pants

KennKong wrote:
I'm not going to rate this one yet, because it clearly isn't working quite right.

Spoiler
I first solved it by going to the past, turning off the turret production, and throwing all the turrets into the pit. Along the way I found the easter egg. I then solved it much too quickly by going to the past, turning off the turret production, and pulling the frame out of the floor. I never went near the turret boxes. I went to the present, and there were no turrets.

Is the room upstairs (with the tube) anything more than

Spoiler
tje world's largest easter egg basket
? I couldn't see any use for it, or for the portal in it.

Does the room downstairs (with nothing in it) have any purpose either?

You can carry a boxed turret into the time machine, but it doesn't fizzle, nor travel with you. This doesn't make sense.

Finally, an info_placement_helper on the lightbridge wouldn't hurt.

Keep working on it, it's an idea with potential, but way too many kinks as it is. I really appreciate your efforts on this and your other maps to create new game elements.

-The 2nd prop_portal is in the present, not the past. Here's a hint: It's next to the time machine with a poster on the other side. :lol: That room is where the turrets come from after being made. Hence the claw and the rails on the ceiling to transport turrets where they need to be. However, in the present, there is something else in the tube.

-I had to make a quick fix since the fizzler didn't kill the turrets in the present and I didn't want to take long to fix because I didn't want a lot people to re-download the map. But still it was a mistake on my part.

-What room downstairs?

-info_placement_helper... I see where your going with this, but that ruins the choice to have a portal with or without a Hard Light Bridge coming out.

What do you mean "isn't working quite right"? Aside the time machine's fizzler, this map is pretty decent.

Crazy is as crazy does.
My Work
[spoiler]Maps:
Revenge of the Angry Turrets
Capture the Cube [Co-op]
Capture the Cube 2 [Co-op]
TPWEGTH Sample Map
Aperture Aquatic Testing Center
Aperture Aquatic Testing Center 2
Aperture Time Testing Center
ML's Halloween Trick - 1000 downloads!
ML's Halloween Treat
ML's Combination - 1000 downloads!
ML's Jailbreak Labyrinth
ML's Tricky Teamwork [Co-op]
WIP:
"Capture the Cube 3"
Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]
MasterLagger wrote:
-The 2nd prop_portal is in the present

I found the easter egg, using those portals. My question was whether these portals were intended to serve any other part of the solution.

MasterLagger wrote:
-I had to make a quick fix since the fizzler didn't kill the turrets in the present

If I understand you correctly, fizzling the boxed turrets in the past didn't erase their existence in the present? Yet

Spoiler
throwing the boxes into the pit
does. So you have the logic somewhere to get rid of the turrets. So this "quick fix" might not be the answer, but you're clearly smart enough to figure out a better one. I'm just learning to map myself, but I would try putting a clip brush to keep you from carrying the boxes into the time machine.

MasterLagger wrote:
-What room downstairs?

The room in the past that you can see and portal into through the missing tile in the floor.

MasterLagger wrote:
-info_placement_helper...

I don't see the value of having a portal there without the lightbridge, but that's my problem. It certainly doesn't hurt, except that sometimes I had to reposition the portal to use the lightbridge. It's not a game-breaker by any means.

MasterLagger wrote:
What do you mean "isn't working quite right"? Aside the time machine's fizzler, this map is pretty decent.

This map is more than just pretty decent: it's visionary. Not quite right is very near to perfect in my mind. Here's what I see that's not quite working:

1. In your showcase thread, you say you

Spoiler
removed the tile frame but didn't destroy the boxes
and you show that GlaDos just moved the turrets in the present. When I did that, the turrets were gone in the present.

2. Boxed turrets don't fizzle, as already discussed.

3. If you put boxes in the room downstairs, I don't see logically how GlaDos can reach them with the claw to place them in the present. Of course, I understand that logic and time travel don't mix well; it was an attempted solution that didn't work as I expected it to.

Expand for my full signature
[spoiler]My YouTube Channel: Please subscribe!
My Steam Workshop Check out my collections for some good maps
Basic Mod for playing .vpk files Needs to be updated for dlc2, but still works[/spoiler]

Oh, I see now. The downstairs room (or pit) is replaced with toxic goo in the present. Since GlaDOS could not place turrets in a pit since the player has a Hard Light Bridge, she fills the pit with goo and places different turrets elsewhere.
As for the claw, think of those prize grabbing machines. :lol:
Time Travel can be interpreted differently by different people. I did expect people would have different opinions about it. I just went with what made sense to me.

KennKong wrote:
1. In your showcase thread, you say you
Spoiler
removed the tile frame but didn't destroy the boxes
and you show that GlaDos just moved the turrets in the present. When I did that, the turrets were gone in the present.

What I said in the Showcasing Thread is true. But you also mentioned that the first thing you did was to shut off the turret production.

KennKong wrote:
I first solved it by going to the past, turning off the turret production...

This ceases any other turrets from spawning, based on your actions. So if you returned to the present, (after destroying turrets or removing the floor tile) without shutting down the turret production, more turret will appear.

Crazy is as crazy does.
My Work
[spoiler]Maps:
Revenge of the Angry Turrets
Capture the Cube [Co-op]
Capture the Cube 2 [Co-op]
TPWEGTH Sample Map
Aperture Aquatic Testing Center
Aperture Aquatic Testing Center 2
Aperture Time Testing Center
ML's Halloween Trick - 1000 downloads!
ML's Halloween Treat
ML's Combination - 1000 downloads!
ML's Jailbreak Labyrinth
ML's Tricky Teamwork [Co-op]
WIP:
"Capture the Cube 3"
Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]

I cant think why it never occurred to me to throw them off the edge but I crushed them in the observatory room door to destroy them. Not sure if it was intended or not though.

bmaster2000 wrote:
I cant think why it never occurred to me to throw them off the edge but I crushed them in the observatory room door to destroy them. Not sure if it was intended or not though.

Did the turrets disappear after they got crushed? If so, you found an alt. way of destroying them.

Crazy is as crazy does.
My Work
[spoiler]Maps:
Revenge of the Angry Turrets
Capture the Cube [Co-op]
Capture the Cube 2 [Co-op]
TPWEGTH Sample Map
Aperture Aquatic Testing Center
Aperture Aquatic Testing Center 2
Aperture Time Testing Center
ML's Halloween Trick - 1000 downloads!
ML's Halloween Treat
ML's Combination - 1000 downloads!
ML's Jailbreak Labyrinth
ML's Tricky Teamwork [Co-op]
WIP:
"Capture the Cube 3"
Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]

I used the door aswell.

I'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:

jj1l-DFTuoc
(Link: http://www.youtube.com/watch?v=jj1l-DFTuoc)

Also note the video description for more feedback and my signature for additional project information.

OMG You ignore the Easter Egg at 7:38 when you went through the prop_portal!!!!!!! :lol:
Aside from that, awesome video!

Crazy is as crazy does.
My Work
[spoiler]Maps:
Revenge of the Angry Turrets
Capture the Cube [Co-op]
Capture the Cube 2 [Co-op]
TPWEGTH Sample Map
Aperture Aquatic Testing Center
Aperture Aquatic Testing Center 2
Aperture Time Testing Center
ML's Halloween Trick - 1000 downloads!
ML's Halloween Treat
ML's Combination - 1000 downloads!
ML's Jailbreak Labyrinth
ML's Tricky Teamwork [Co-op]
WIP:
"Capture the Cube 3"
Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]

I did it... but... Im not sure i found the easter egg...

Spoiler
I stopped the production (Still guarding turrets) i took the boxed turrets inside the time machinge (Still guarding turrets) i threw them out of the edge (They disappeared)

Also a little map question:

Spoiler
Can you do something to the visual of the time machine? It is just like *pop* and then you are in the past... Use env_fade and env_shake. That would be awesome

Mostly lurking
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