Aperture Tag: The Paint Gun Testing Initiative

Aperture Tag: The Paint Gun Testing Initiative

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Chamber 66 Dont lose you paint gun ( MEDIUM/HARD )
   
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Chamber 66 Dont lose you paint gun ( MEDIUM/HARD )

In 1 collection by Naxreus
= | Aperture TAG Advanced Chambers | =
16 items
Description
Welcome to Chamber 66, there you must first activate you paint gun and then DONT LOSE IT. This chamber is for profesional test subjects. Originaliy this map was bigger, but compilation errors and editor size limited me.

Lime has inspired me to build this map.
You can see the video on HD from youtube, idk why steam only can on 360p
9 Comments
wildgoosespeeder 27 Aug, 2015 @ 12:16pm 
I never liked Portal Prelude. Portal mechanics are poorly equipped for precision and reflex. It was better optimized for "playing at your own pace". Play something like Portal Pro or Rexaura, now that's a better Portal 1 mod.

Aperture Tag does have a different playstyle because gels are what you control directly instead of portals so some techiques are tolerable there than if you tried them in Portal 2. I don't mind reflex that much in this kind of game/mod as long as the challenge is reasonable but I felt that some of your maps went overboard and trying to design maps like that in PeTI isn't the best.
Naxreus  [author] 27 Aug, 2015 @ 9:43am 
@wildgoosespeeder First of all thank for you feedback, I really apreciate it, thanks to it i can learn from my fails and dont reapeat them. There is 2 big points on Portal universe the Brain puzzles ( Portal stories: Mel ) and the Skill puzzles ( Portal prelude ) This ones are more oriented to skill maps and because that not everyone have the same skill level, I just never saw movements on portal like on this map that is why i builded it, i tried to perform some jumps that requires some timing and precision... Sorry for that, i uploaded a video completing this map without dying and didnt looked that hard for me, but as i said before not everyone have the same skill level and its fine because this game is suposed to use more brain than skills, Aperture tag use diferent skill than portal 2 i was testing them but not always they work fine... As well those jump are only on this map, i didnt used them more times.
The Sojourner 26 Aug, 2015 @ 8:45pm 
@wildgoosespeeder, the ratings don't appear to factor in some of the skill needed. I often use quicksave and... ultimately ignore them (I'm not too good at rating the difficulty of my own maps).
wildgoosespeeder 26 Aug, 2015 @ 8:34pm 
This is one the most grueling things you will ever finish. I've never been so dissatisfied and pissed off in all my life! How do you get off rating these maps? The difficulty is wrong on almost all of them!
Naxreus  [author] 17 Aug, 2014 @ 2:15am 
I added a video walkthrought of this map without death if someone need help :p2blue::p2orange:
The Sojourner 16 Aug, 2014 @ 10:25pm 
Not only was this frustrating, those dangling lifts can cause trapping problems (if not then more frustration than necessary).
Naxreus  [author] 16 Aug, 2014 @ 12:11pm 
Well thank you for you rate, now i know where this map stared to fail, i go to improbe that on my next maps.
This map can be a bit frustrating, checkpoints cant deal good with this... When is tested this map 6 or more times i died on some parts but that was because i jumped to fast or to slow.
All jumps are calculated but some of then are hard, i didnt see these jumps on any map so i wanted to see how they gona work. I learned from errors of this map ty.:p2turret:
| \_/ () 16 Aug, 2014 @ 10:22am 
10/10 first part, 0/10 second part, so: 5/10. not more, not less.

here's a challenge for you : make a map with NO laser fields or goo.
| \_/ () 16 Aug, 2014 @ 10:21am 
2 parts: I loved it! I loved the first part where I had to run through all those turrets to get the paint fizzler working. it was obvious that the idea was there, it was very well planned and I really, really liked it.
then - I hated it! after you get your paint, those jumps you have to perform are just rediculus! some are too hard and some are just impossible! I was even wondering if you've playtested the map there! I just noclipped the some of the jumps including the ones in the last room. and yes, I tried to make these jumps (and managed some of them) but with god mode turned on, because otherwise I would have spent more time for the loading screens, than for actual playing. Look, it's clear that you had a great idea and wanted to show it off, but it seems this idea doesn't work. When you play-test your maps, make sure that you can beat them 5 times in a row without dying. that way you'll know that they can be solved properly.