Aperture Tag: The Paint Gun Testing Initiative

Aperture Tag: The Paint Gun Testing Initiative

Vector
28 Comments
niko 29 Mar @ 3:42pm 
i love this map, didnt think about the ramp blue gel for ages, however i found an issue. The issue is that you can arrive on the side which you would normally use a funnel to get to using wall jumping and clever manuvers on the runway.
If you run on the runway backwards, and at the end quickly turn 45 degrees and bounce, you will be perfectly positioned to walljump(with blue gel) onto the area. @wildgoosespeeder
RazorLaser 8 Oct, 2020 @ 5:32am 
You use the add contributor button, to add 2 or more people to a map. This was a good map good work.
Nobody No-One 10 Jun, 2019 @ 1:35pm 
Very cool map. Thumbs up.
Mandrew 4 Mar, 2017 @ 12:57pm 
How do you get to make maps with 2 people at a time?
Mandrew 14 Feb, 2017 @ 11:21am 
This map is very incredible
Aleskei 25 Dec, 2015 @ 12:50am 
Great job @Wildgoosespeeder and @DeathWish808 i like this mapping in Aperture Tag good job!
TG 29 Aug, 2015 @ 3:40am 
@Redstoncraft
You've never been honest, please show honesty about chamber reviews.
wildgoosespeeder  [author] 27 Aug, 2015 @ 1:06am 
There are several reasons I don't want to learn Hammer even though I know it can produce superior results:

1. I lack intensive creative ability as PeTI does all the art assets for me.
2. I just want to create puzzles (I have no interest in other themes nor behind-the-scenes Aperture).
3. If I were to learn Hammer, I would be using it for tweaks that PeTI could never provide which would be a waste of utilization.
4. There is also a beauty to being restricted by PeTI contraints as it forces me to be creative elsewhere in test chamber creation. There are people that can do this very well, better than me in fact.
TG 27 Aug, 2015 @ 12:32am 
@wildgoosespeeder You are antline-master (ITS CALLED INDICATOR PETI RUINED THE NAME) so you can learn how to make cosmetics, I'll give you the benefit of doubt and call it a learning experience.
What a shame you can't and don't want to learn hammer, it will give you all the freedom. :P
Fox 26 Aug, 2015 @ 11:31pm 
I r8 puzzle 8/8 m8
wildgoosespeeder  [author] 26 Aug, 2015 @ 11:19pm 
I am incapable of pretty and nice looking. >_< I am only good at good enough to get the chamber functioning pretty well. :P
TG 26 Aug, 2015 @ 10:47pm 
I think I used ctrl+speed gel here.
By the way, if you don't know wildgoosespeeder, big observation room has a env_projectedtexture, this is the most expensive light in source, it casts beautiful shadows, try to playing with lighting :D.
The Sojourner 26 Aug, 2015 @ 10:36pm 
True, but I think TreasureGhost has a point here: it'll look slightly prettier if you move the big observation room (me personally I didn't pay attention).
wildgoosespeeder  [author] 26 Aug, 2015 @ 10:32pm 
@TreasureGhost
Observation rooms are a source of light according to PeTI tips. They emit more light than light strips.
TG 26 Aug, 2015 @ 10:20pm 
Really nice puzzle. But I thought of this for a second why not put the main observation room in the main place in the map? I don't think its that good to spam those observation lights. And as p0rtalmaster said need some decoration. Well done 8/10.
The Sojourner 26 Aug, 2015 @ 9:59pm 
Anyway, just something to think about (the white surfaces I mean);)
The Sojourner 26 Aug, 2015 @ 9:58pm 
Think about this: white reflects light. You can use those white surfaces to balance out the lighting in creative ways.
wildgoosespeeder  [author] 26 Aug, 2015 @ 9:46pm 
@p0rtalmaster
I know that, but I don't want too many because it can be distracting. I'm no good at cosmetics. :P
The Sojourner 26 Aug, 2015 @ 8:47pm 
Something to think about for your future Tag maps: the player can't portal wherever they like, so why not use some white walls for decoration, or even as mild pointers? This map for instance would look a bit better if it had some more white in it.
wildgoosespeeder  [author] 26 Aug, 2015 @ 1:45pm 
@| \_/ ()
I am aware this chamber has a few problems. I am sorting out the problems but I don't have anything better than what you see here. The in-game editor can only do so much. I could export to Hammer but I don't have a firm understanding how to use it nor do I have the time to learn the intricacies. For now, this map will just have to keep the problems it currently has.
| \_/ () 26 Aug, 2015 @ 1:28pm 
This was a good puzzle to bring me back to Aperture Tag. I liked the way the dropper water shows you where you have to paint with blue gel.

What I'd advise you to change is to put a panel or a block under the first light bridge, so that the player doesn't think it's part of getting across the big gap, or getting to the exit, or something in the early stage of solving the test - I lost a lot of time there. In addition, I'd put the angled glass panel closer to the white floor so it's more obvious that you have to go there (or rather easier to go there).
I think everything else is fine. Thanks for creating!
TG 26 Aug, 2015 @ 1:14am 
k.
The Sojourner 25 Aug, 2015 @ 8:57pm 
I see something new here. Favorited...
wildgoosespeeder  [author] 25 Aug, 2015 @ 8:48pm 
@p0rtalmaster
Originally I was trying to get DeathWish808's Portal 2 idea to work in a remixed Portal 2 map of mine but I increasingly grew disgusted with the outcome of my progress so I decided to shift it to Aperture Tag. Good thing the bug where Aperture Tag lists Portal 2 saved PeTI blueprints along with Aperture Tag saved PeTI blueprints still exists! Saved me a lot of time. :steammocking:
The Sojourner 25 Aug, 2015 @ 8:41pm 
Ahh, back with Aperture Tag I see :paintgun: I just sub'd to this one and will have to try it out once I'm caught up with Portal 2 stuff.
wildgoosespeeder  [author] 25 Aug, 2015 @ 8:20pm 
Fixed exploits.
wildgoosespeeder  [author] 25 Aug, 2015 @ 6:21pm 
@Motanum
I'm shocked you played. Thanks for testing! :p2aperture:
Motanum  [developer] 25 Aug, 2015 @ 4:56pm 
That was very clever! I really enjoyed this puzzle. Neat use of the angled panels.