Aperture Tag: The Paint Gun Testing Initiative

Aperture Tag: The Paint Gun Testing Initiative

198 ratings
Oculus Retrieval Well (Co-op)(Medium)
   
Award
Favorite
Favorited
Unfavorite

Subscribe to download
Oculus Retrieval Well (Co-op)(Medium)

Description
This map is part 2 of my Medium and co-op series. The map is an intro to a bit of easy parkour, and my first attempt at using Logic Gates to form a puzzle. This map will test your coordination skills, as well as your mind!

And remember, No Companion Cube Left Behind!
14 Comments
AureasAetas 28 Apr, 2017 @ 2:33pm 
The buttons switching the excursion funnels' colour stop working at some point. Probably a bug but it's game breaking.
TS_Mind_Swept 21 Oct, 2015 @ 1:45pm 
Well we got the box, but i don't remember doing anything with that lightbridge after that part, i think we just left it there cause it didn't seem useful. Also, getting that laser cube is kind of strange, although we got up to the area where it goes through the laser field pretty easily, thanks to that faith plate. I'm pretty sure we did a lot of stuff that wasn't intended.
BobbleHeadTurtle  [author] 21 Oct, 2015 @ 8:43am 
once you climb the light bridge stairs, there are 2 buttons, one makes the light bridges permanent so you can access everything, the other spawns a box that launches into the next room which needs to be carried via the excursion funnels. The puzzle is based on logic gates.
TS_Mind_Swept 20 Oct, 2015 @ 8:49pm 
Oh you mean the excursion funnels, @.@ I honestly had no idea, what were they for anyway? Couldn't seem to figure that one out either.
BobbleHeadTurtle  [author] 20 Oct, 2015 @ 7:21pm 
Gravity wells? the things near the roof that carry the box which is part of the whole puzzle?
TS_Mind_Swept 20 Oct, 2015 @ 7:18pm 
What are you talking about when you say "Gravity wells" anyway? And as for not jumping over, I'm pretty sure we jumped over pretty much everything, so you might want to rethink that aspect of it.
BobbleHeadTurtle  [author] 20 Oct, 2015 @ 7:10pm 
Well the height was a requirement to prevent players wanting to jump into the grav-wells, also i'm still not sure what door you're talking about. As for the exploring part, lets agree to disagree.
TS_Mind_Swept 20 Oct, 2015 @ 7:05pm 
Exploring to see how things work and just wondering around with absolutely no idea what anything does are 2 different things. Wondering aimlessly like that isn't a puzzle, its just dumb and a waste or time; then afterwards the player doesn't feel accomplished, they feel irritated that it took so long to figure out how something got activated, and then they didn't even see how it happened, it just happened with no explanation.
And what I was referring to when i was saying some of the areas seemed like they were huge and didn't really need to be wasn't the overall size, i was talking about the individual size of each room, how tall it was and such, the same things could have bin done in a much shorter area.
TS_Mind_Swept 20 Oct, 2015 @ 7:05pm 
Also, the door that didn't open was different then the one with the symbol behind it, idk y i didn't separate those 2 things, i thought i had but then i read it again and i was all "WAAAH?"
One thing I have to say i DID like (kind of) was the light bridge climb thing, that actually required cooperation and timing on both players parts.
BobbleHeadTurtle  [author] 20 Oct, 2015 @ 6:37pm 
The maps vastness is in design to require exploring, it means the puzzle isn't in just one room and then on to the next, it means thinking outside of one room. Part of the puzzle is exploring around and discovering what a button does, rather than being blatantly shown what it does.

As for the door, are you talking about the glass panes that fold down? Because those go down when you get the laser box in the first room and aim the laser to finish the puzzle.

As for the crushers, I guess I can look into a patch for shutting them off once you get to a certain part of the puzzle, though the puzzle editor for Aperture Tag is sometimes picky on letting you do certain things, the maps design originally had stuff to let you know when the box reached the end of the gravity well puzzle but when i did that the map editor couldn't build the map due to unknown error.

But the crusher patch will have to wait a day or two, but i will get to it