Aperture Aquatic Testing Center

by MasterLagger · Uploaded Sep 26, 2011

Screenshot 1

File Size: 1.58 MB

Downloads: 1809

Rating: (15 votes)

Description

A nice and somewhat long map with 3 puzzle rooms in it. Water doesn't kill you in this map, unless you stay under for too long. Each room is a little bigger and more difficult than the last room. Auto-saves trigger are included. Let me know if something weird happens. There are 3 Easter Eggs in this map. Edit: I'm amazed at how so many people downloaded and rated this map. I will start making more underwater levels with a little more complex puzzles, but easy enough for anyone to solve. Thank you everyone for your feedback and ideas.

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MasterLagger • Sep 26, 2011 • #49914
1,695 posts

A nice and somewhat long map with 3 puzzle rooms in it. Water doesn't kill you in this map, unless you stay under for too long. Each room is a little bigger and more difficult than the last room. Auto-saves trigger are included. Let me know if something weird happens. There are 3 Easter Eggs in this map.

Edit: I'm amazed at how so many people downloaded and rated this map. I will start making more underwater levels with a little more complex puzzles, but easy enough for anyone to solve. Thank you everyone for your feedback and ideas.

File Name: Aperture Aquatic Testing Center.zip
File Size: 1.58 MiB
Click here to download Aperture Aquatic Testing Center

shawy89 • Sep 26, 2011 • #49915
74 posts

This map reminds me of The Cold Shoulder single player map - very unique and interesting concept with really easy puzzles.

I would really like to see you (or others for that matter) use the underwater theme and incorperate more challenging puzzles. A good map to introduce the concept though, well done.

One thing I would mention is that when underwater, if you're looking up at the surface, it's just all brown or black:
http://cloud.steampowered.com/ugc/57668 ... D8993DEBA/

MasterLagger • Sep 26, 2011 • #49916
1,695 posts

Yeah, that's where I got the idea from. I know the bottom water texture is off, but I couldn't get any better clear water textures.

thomars.dm • Sep 26, 2011 • #49917
101 posts

Best map ever (the last one was The Cold Shoulder)

warning this is an epic spoiler


the cube goes huray if you save it

MasterLagger • Sep 26, 2011 • #49918
1,695 posts

thomars.dm wrote:
Best map ever (the last one was The Cold Shoulder)

warning this is an epic spoiler

the cube goes huray if you save it

That's not all, read at your own risk of being spoiled.

The cube says something different stuff randomly and turrets will also say something after being saved. GLaDOS will say something if you kill yourself with the laser wall.

OnePortalizedGal • Sep 26, 2011 • #49919
156 posts

I really enjoyed this map. I actually felt the weight of the water as I was walking thru it. Puzzles were fairly easy but fun. Please expand on this element in a coop map -
keep up the good work.

MasterLagger • Sep 26, 2011 • #49920
1,695 posts

OnePortalizedGal wrote:
I really enjoyed this map. I actually felt the weight of the water as I was walking thru it. Puzzles were fairly easy but fun. Please expand on this element in a coop map -
keep up the good work.

I'd like to, but robots can't swim, sorry. Seriously, robot have a spazzing animation when in water.
Edit: A 5/5 vote!As the cube sometimes says it in my map, "Hooray!"

quatrus • Sep 27, 2011 • #49921
1,047 posts

Great map using water. However, I thought that the portalgun was not compatible with water? guess not. Would like to see more maps using some of the new effects. Thanks for creating.

Marise • Sep 27, 2011 • #49922
249 posts

First of all, I'm really glad to know that my map was inspirational. That's extremely gratifying.


I found this map fun, and I have to give you props for getting water to look right behind glass. I was unable to manage that in my own attempts. I like the re-use of items in this map, and I like what you did visually with the underwater areas. Those little lights on the wall look perfect. I also noticed that GLaDOS actually sounded muffled when I was under water, which is cool.

I drowned once because I tried to go up the tube with the cube in the first room.

MasterLagger • Sep 27, 2011 • #49923
1,695 posts

I should also thank you, Marise, for telling me what water texture you used. Thank you very much, I probably would have screamed like a Rabbid trying to find the texture on my own.

I also want to point out that this map was going to be a lot bigger than it was. However, I felt that it would be too lengthy. If I make an AATC 2, I'll reuse some scraped ideas (putting fire out with water, making underwater traps, etc.) if I do make another map.

Marise • Sep 27, 2011 • #49924
249 posts

Sphere Delta Bunsen has fire you can put out with water. Worth checking out if you haven't yet.

MasterLagger • Sep 27, 2011 • #49925
1,695 posts

I might check it out although I already made one working before I took it out. But thanks for pointing that out.
Edit: 10 votes with an average of 5/5. I think this is one of the best maps I've ever made (so far).

brianuuu • Sep 29, 2011 • #49926
19 posts

Nice map! You brought my memories from Half Life 2
M7-WINQiOYU

MasterLagger • Sep 29, 2011 • #49927
1,695 posts

Copyright infringement?!!? brianuuu you better sort that out. But seriously, thanks for playing my map.
Djinndrache, you still have a chance before someone else posts a video of this.

Djinndrache • Sep 30, 2011 • #49928
1,442 posts

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:

71DUk94C4fY
(Link: http://www.youtube.com/watch?v=71DUk94C4fY)

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

MasterLagger • Sep 30, 2011 • #49929
1,695 posts

Nice video! Didn't know how good the textures looked in high quality. Too bad you didn't take anything with you to the elevator.

Marise • Sep 30, 2011 • #49930
249 posts

I took a turret in the elevator. Was something supposed to happen?

MasterLagger • Sep 30, 2011 • #49931
1,695 posts

Turrets say "Thanks anyway." But it's kind of hard to hear with the elevator making noise.

xdiesp • Oct 02, 2011 • #49932
1,078 posts

Thank you MasterLagger, I had been waiting for months to see an underwater map! Indeed it's still a bit green, what with the world not showing up or glitching while down under, but the possibilities for this would be more than any single new testing element's - we're talking about a basic dimension.

Taken by itself, it's an easy and pleasant avantguarde map.

Imho the rules concerning water aren't rock solid yet and this one helps understanding what and why. Personally I wouldn't call it water but ozone or gravity-something, if only to prevent staring competitions with die-hard nerds. Again I'm not sure that preventing the shooting but allowing items to go underwater is the right way: if it were the opposite, players would wonder around as in Descent, bringing items to dry safezones (possibly more open to puzzles).

MasterLagger • Oct 02, 2011 • #49933
1,695 posts

I have been waiting for you to reply. Yeah, the use of water in a level isn't as good as I had hoped, but I was able to work around it. I didn't choose to make the portal gun not fire underwater, it was already like that when I used the water texture. Also, I had to find a clear water texture to see though (I tip my SPY cap to Marise for telling me which water texture) and have the water colored by the light blue lights. I was surprised that I got a laser to go through the water and used as a test element. The only thing I wish that there was a $bottomtexture for the water.

I'm planning on making some more water levels later on when I have more practice making better maps. Expect greater things.

TripleG10 • Jan 12, 2012 • #49934
107 posts

HEY! I hope this thread is still active... What exactly is the water texture you used called? I've been looking for it for ages, and couldn't find it. WHAT DID YOU USE?

spongylover123 • Jan 12, 2012 • #49935
944 posts

TripleG10 wrote:
HEY! I hope this thread is still active... What exactly is the water texture you used called? I've been looking for it for ages, and couldn't find it. WHAT DID YOU USE?

Beneath in the texture browser
Doesnt have a $bottom texture though

TripleG10 • Jan 12, 2012 • #49936
107 posts

What do you mean, "beneath"?

Lpfreaky90 • Jan 12, 2012 • #49937
2,842 posts

TripleG10 wrote:
What do you mean, "beneath"?

He means that you have to go to the texure browser and search for "beneath"
image : http://www.lpfreaky.nl/beneath.png

TripleG10 • Jan 13, 2012 • #49938
107 posts

Yes I tried that texture but the water is still dark...

MasterLagger • Jan 13, 2012 • #49939
1,695 posts

Did you stick a light in the water?

TripleG10 • Jan 14, 2012 • #49940
107 posts

Yes, I put a bright blue light, and it's still dark. However, when I brought a box in with me, part of the box turned blue. So the light is there and rendering fine, because it's reflection shows fine on the cube.

spongylover123 • Jan 14, 2012 • #49941
944 posts

Did you compile in HDR?
And tried using both beneath texture.

TripleG10 • Jan 14, 2012 • #49942
107 posts

What does "compiling in HDR" mean? And yes I've tried both textures.

spongylover123 • Jan 14, 2012 • #49943
944 posts

TripleG10 wrote:
What does "compiling in HDR" mean? And yes I've tried both textures.

Go into expert compile and look for hdr

TripleG10 • Jan 14, 2012 • #49944
107 posts

Under configurations? That made no difference.

Lpfreaky90 • Jan 15, 2012 • #49945
2,842 posts

TripleG10 wrote:
Under configurations? That made no difference.

no, press F9 to compile your map, then DON'T hit enter, but go to expert mode and choose "full compile -both- final (slow!)"

TripleG10 • Jan 15, 2012 • #49946
107 posts

Just tried it. It made no difference.

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