Aperture Time Testing Center

by MasterLagger · Uploaded Oct 16, 2011

Screenshot 1

File Size: 2.46 MB

Downloads: 1491

Rating: (11 votes)

Description

This puzzle involves time travel. Use a time machine to travel back in time to mess with the past to affect the present. The exit is heavily guarded by turrets which is impossible to run through. Find a way in the past to stop Turrets from appearing near the exit. But be careful, altering certain parts of the past can affect the present positively, negatively or both. There is a Easter Egg in this map and it's funny, if your interested. Update 10/17/11: Due to a problem I missed, this map has been updated so turret boxes don't get fizzled.

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MasterLagger • Oct 16, 2011 • #49997
1,695 posts

This puzzle involves time travel. Use a time machine to travel back in time to mess with the past to affect the present. The exit is heavily guarded by turrets which is impossible to run through. Find a way in the past to stop Turrets from appearing near the exit. But be careful, altering certain parts of the past can affect the present positively, negatively or both.
There is a Easter Egg in this map and it's funny, if your interested.
Update 10/17/11: Due to a problem I missed, this map has been updated so turret boxes don't get fizzled.

File Name: Aperture Time Testing Center.zip
File Size: 2.46 MiB
Click here to download Aperture Time Testing Center

thropian • Oct 16, 2011 • #49998
1 posts

Well I beat it, and found the easter egg. But I'm not really sure I understand what I did and why it worked.I was picking up some of the turrets I had thrown around when the floor disappeared and the turret's exploded.

Lpfreaky90 • Oct 16, 2011 • #49999
2,842 posts

I fizzled all the turrets in the past and got stuck
Did find the easter egg, and it was funny

MasterLagger • Oct 16, 2011 • #50000
1,695 posts

Here's a hint: the observation room in the past is accessible. C'mon explore EVERYWHERE before saying you get stuck. To be fair, this isn't an ordinary puzzle. Turrets can also be thrown off the edge and explode.

Tyronis3 • Oct 17, 2011 • #50001
96 posts

I did the "Impossible" and got past the turrets.
Just required some Bhopping and a reportal.

Lpfreaky90 • Oct 17, 2011 • #50002
2,842 posts

MasterLagger wrote:
Here's a hint: the observation room in the past is accessible. C'mon explore EVERYWHERE before saying you get stuck. To be fair, this isn't an ordinary puzzle. Turrets can also be thrown off the edge and explode.

I DID shutdown the turret production there Then I fizzled all the turrets and got stuck :p

But let me try it again!

EDIT: I pressed the turret shutdown button once, then fizzled all the packed turrets, still got stuck?!

MasterLagger • Oct 17, 2011 • #50003
1,695 posts

If the turret production stops then no news turrets will appear in the present after getting rid of the boxed turrets. The exit door is always open in the present. I'm going to re-test the map to make sure everything's okay. If you guy are still having trouble I'll post the solutions later.

Edit: I updated the map so turret boxes don't get fizzled. Throw them off the edge instead. That will cause turrets in the present time to disappear. Please re-download my map to fix the fizzler glitch. Sorry for the inconvenience.

Lpfreaky90 • Oct 17, 2011 • #50004
2,842 posts

I think that if you cannot fizzle the turrets, but bring them along to the future, that the turret should be killed, and the packed turret should come with you.

If I go to 1900 and grab a bottle of wine.
Then the bottle of wine isn't back until I am back, so it doesn't exist from 1900-now.
IF my bottle of wine was packed in 1900, it will still be now.

Same with turrets they should remain boxed
Other solution is just to let the turrets fizzle and destory them in the future
I guess that's the easiest way

throwing the turrets down from the ceiling or from where the time travel machine is doesn't work

MasterLagger • Oct 17, 2011 • #50005
1,695 posts

lpfreaky90 wrote:
I think that if you cannot fizzle the turrets, but bring them along to the future, that the turret should be killed, and the packed turret should come with you.

If I go to 1900 and grab a bottle of wine.
Then the bottle of wine isn't back until I am back, so it doesn't exist from 1900-now.
IF my bottle of wine was packed in 1900, it will still be now.

Same with turrets they should remain boxed
Other solution is just to let the turrets fizzle and destory them in the future
I guess that's the easiest way

throwing the turrets down from the ceiling or from where the time travel machine is doesn't work

I have to admit I made a big mistake when I released this map. I should have tested it properly. Not only that but I should have added a way for the fizzler to kill a present time turret when a box is fizzled. However, since it was already released I had to come up with a quick fix.
BTW Throw them off the edge, where the stairs and walkways are, outside the test chamber. Or you can remove the panel in the past where the turrets appear in the present. Look at my pictures in the Showcasing Thread.

KennKong • Oct 18, 2011 • #50006
942 posts

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


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 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.

Szieve • Oct 18, 2011 • #50007
158 posts

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

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 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? pants! Pants Pants

MasterLagger • Oct 18, 2011 • #50008
1,695 posts

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

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 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. 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.

KennKong • Oct 18, 2011 • #50009
942 posts

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 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 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.

MasterLagger • Oct 18, 2011 • #50010
1,695 posts

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.
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 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.

bmaster2000 • Oct 18, 2011 • #50011
94 posts

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.

MasterLagger • Oct 18, 2011 • #50012
1,695 posts

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.

gurcrist • Oct 19, 2011 • #50013
33 posts

I used the door aswell.

Djinndrache • Oct 19, 2011 • #50014
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:

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.

MasterLagger • Oct 19, 2011 • #50015
1,695 posts

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

beecake • Oct 20, 2011 • #50016
484 posts

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

MasterLagger • Oct 20, 2011 • #50017
1,695 posts

The Easter Egg is accessed by opening a prop_portal in the past in the room next to the boxed turret room. Djinndrache got into that room in a more difficult way than it was intended (there is a ledge you can walk on near the top of the staircase). Then open the prop_portal in the present and look for a tube with cores in the present.

beecake • Oct 21, 2011 • #50018
484 posts

MasterLagger wrote:
The Easter Egg is accessed by opening a prop_portal in the past in the room next to the boxed turret room. Djinndrache got into that room in a more difficult way than it was intended (there is a ledge you can walk on near the top of the staircase). Then open the prop_portal in the present and look for a tube with cores in the present.

Yep found it! Could you post a tutorial about how to make the time machine effect? Post a link in here? I think i've got an idea about how you did it... but would like to see your tutorial

MasterLagger • Oct 21, 2011 • #50019
1,695 posts

All I did was make it was to make a the basic structure of the map (walls, glass, observation room, time machine, etc.) and then duplicate the map and move it away from the original. With the copy of the original map, I made a few changes to it (open walls, staircases, etc.).
And as for the time machine, I used a trigger_teleport and info_target (one of each for each time machine) to teleport to and from the 2 maps.

beecake • Oct 22, 2011 • #50020
484 posts

MasterLagger wrote:
All I did was make it was to make a the basic structure of the map (walls, glass, observation room, time machine, etc.) and then duplicate the map and move it away from the original. With the copy of the original map, I made a few changes to it (open walls, staircases, etc.).
And as for the time machine, I used a trigger_teleport and info_target (one of each for each time machine) to teleport to and from the 2 maps.

Nice... maybe i should try it...

MasterLagger • Oct 22, 2011 • #50021
1,695 posts

Go for it, it's a pretty good illusion of time traveling.

Marise • Oct 22, 2011 • #50022
249 posts

This is a neat concept, and I like how you did the time machine. But I could not figure out how to change the floor in the past so that it would be a pit with goo in the present.

Also, I found it a bit tedious to carry all the boxed turrets to the ledge. Did I miss a more convenient way? (I dropped them downstairs and then carried them to the other room).

MasterLagger • Oct 22, 2011 • #50023
1,695 posts

Here's a possible solution list (spoil at your own risk):
Solution 1

Throw the turrets off the edge and turn off the turret production
Solution 2

Grab the tile frame near the glass wall (with the "use" key) in the past to make the floor collapse and turn off the turret production.

Marise • Oct 23, 2011 • #50024
249 posts

Hm. I tried to grab the tile with the 'use' key, but nothing happened. I'm assuming this is working for others, so I must have been standing in the wrong place or something.

MasterLagger • Oct 23, 2011 • #50025
1,695 posts

I'm sure other people got it to work. Are you grabbing the gray frame or the tile? The gray frame is what you want to grab.

beecake • Oct 24, 2011 • #50026
484 posts

I Got very inspired of the time traveling idea i've started on a map... Really hope it is going to work out

MasterLagger • Oct 24, 2011 • #50027
1,695 posts

Hey, I you need any ideas or help let me know.

spongylover123 • Oct 24, 2011 • #50028
944 posts

You should add an env_fade (fades to white), panels, panel arms, maybe arms carrying doors ans such and don't use the framework texture for the walls and the floor.

MasterLagger • Oct 24, 2011 • #50029
1,695 posts

There are panel arms holding the "doors" or "openings." I'm not sure what your talking about (except for the framework texture), could you be a bit more specific?

spongylover123 • Oct 25, 2011 • #50030
944 posts

MasterLagger wrote:
There are panel arms holding the "doors" or "openings." I'm not sure what your talking about (except for the framework texture), could you be a bit more specific?

Like the walls aren't finshed yet, you just see the panel, not the wall

||Remember when you finish the turret introduction level and when you're done, glados says: To maintain a constant testing cycle, I simulate daylight at all hours and add adrenal vapor to your oxygen supply. So you may be confused about the passage of time. The point is, yesterday was your birthday. I thought you'd want to know. Where you walk through the panels building the floor

http://www.youtube.com/watch?v=IyhzUZNIl2A

0:04 - 0:17||

beecake • Oct 25, 2011 • #50031
484 posts

spongylover123 wrote:
You should add an env_fade (fades to white), panels, panel arms, maybe arms carrying doors ans such and don't use the framework texture for the walls and the floor.

I did the fade White and also some Shake and Sound As an effect to the machine

MasterLagger • Oct 25, 2011 • #50032
1,695 posts

@beecake: I'm interested to see what it'll be like.

@spongylover123: Uh, what?

Marise • Oct 25, 2011 • #50033
249 posts

I tried to grab the gray frame thing. Oh well. No biggie.

spongylover123 • Oct 25, 2011 • #50034
944 posts

MasterLagger wrote:
@beecake: I'm interested to see what it'll be like.

@spongylover123: Uh, what?

Check the video of sp_a2_laser_relay

0:02 - 0:17

The walls were making the floor for the test chamber

MasterLagger • Oct 25, 2011 • #50035
1,695 posts

I saw the video with the time you pointed out. What's so interesting about the tiles that the panels are holding? (Not trying to sound rude, just trying to be clear)

beecake • Oct 26, 2011 • #50036
484 posts

MasterLagger wrote:
I saw the video with the time you pointed out. What's so interesting about the tiles that the panels are holding? (Not trying to sound rude, just trying to be clear)

He wants to see a test being build on "active". He wants to see the animation of the panels making the floor of the test chamber...

Masterlagger: i'm very soon putting the final touch on my "Aperture science time test map"

Then i Got an idea for a new map (maybe some inspiration):
You walk in to the room and cant do anything for now. You have 2 choices:
1. Go to the past
2. Go to the present

So you have to do something in the past, to change something in the normal time, to finish the map in the future... Or maybe you have to get something in the future, for the past, to finish in the normal time?

Just something i will experiment with, later on hope you got inspired

MasterLagger • Oct 26, 2011 • #50037
1,695 posts

It sounds very complex, yet entertaining at the same time.

BTW: I see what you (spongy) mean about an active test chamber now. I actually remove something similar to that because it had no real purpose and it got in the way of certain rooms I wanted.

cerrita • Dec 17, 2011 • #50038
26 posts

I've played through this a couple of times, and apparently I missed a big portion of the map. Until I read this thread, I didn't know what the button-activated portal was for, nor the empty room under the missing floor tile. I'll have to go back and try again.

MasterLagger • Dec 17, 2011 • #50039
1,695 posts

Wow, blast from the past. I thought this map was dead. I guess I was wrong. Time Travel is rather difficult to pull off. I believe there is a walkthrough video a few pages back, although I don't think it showed the easter egg.

Djinndrache • Dec 18, 2011 • #50040
1,442 posts

MasterLagger wrote:
Wow, blast from the past. I thought this map was dead. I guess I was wrong. Time Travel is rather difficult to pull off. I believe there is a walkthrough video a few pages back, although I don't think it showed the easter egg.

How could time travelling ever be dead? Logical Paradox!

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