[SP] Aperture Science Time Testing
by beecake · Uploaded Oct 27, 2011
File Size: 1.29 MB
Downloads: 815
Rating: (10 votes)
Description
Time Testing test
Comments
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Nice to see people come up with new gameplay elements, however I think it didn't really work out in this map. It was confusing in the bad kind of way - no clue what the button I just pressed did because the result is in another room. If a pointless-looking button in the past storage room does something in the 2011 main room - why? And the small room behind the glass in the storage room(which looks like the bomb dropper in the past main room) was never used during the entire map.
Some other inconsistencies I noticed:
- Underground-themed props in the Clean 2011 part(for example the fizzler holders)
- The very beginning of the map(which takes place in 2011) has a Cave Johnson sound fragment, which iirc belongs to Old Aperture maps. Also, after the beginning there are no other voice fragments. I would say, either use them regularly or not at all 
- I got stuck between the crates in the storage room(only surrounded by stacks of 2 crates), had to noclip out
- turrets can be killed through a wall, without being directly 'visible' to the bomb.
- If you kill turrets in the past, why are there still turrets in the 2011 part? Makes sense for a map centered around time-travel!
I don't mean to kill off creativity or anything, just think this map has too many flaws to properly exploit the concept. 
dinnesch wrote:
Nice to see people come up with new gameplay elements, however I think it didn't really work out in this map. It was confusing in the bad kind of way - no clue what the button I just pressed did because the result is in another room. If a pointless-looking button in the past storage room does something in the 2011 main room - why? And the small room behind the glass in the storage room(which looks like the bomb dropper in the past main room) was never used during the entire map.Some other inconsistencies I noticed:
- Underground-themed props in the Clean 2011 part(for example the fizzler holders)
- The very beginning of the map(which takes place in 2011) has a Cave Johnson sound fragment, which iirc belongs to Old Aperture maps. Also, after the beginning there are no other voice fragments. I would say, either use them regularly or not at all
- I got stuck between the crates in the storage room(only surrounded by stacks of 2 crates), had to noclip out
- turrets can be killed through a wall, without being directly 'visible' to the bomb.
- If you kill turrets in the past, why are there still turrets in the 2011 part? Makes sense for a map centered around time-travel!I don't mean to kill off creativity or anything, just think this map has too many flaws to properly exploit the concept.
Its good you tell me! The turrets could be reproduced 
How could you not use the bomb_dropper? Its the important element...
The fizzler prop is to make it look like a time machine.
I see no reason why Cave could not be played in levels with a relevant speech?
Tell me how did you kill the turrets?
I Will fix The crates
When you Press the button a text displays saying: past changed...
You have 2 choices...
The room you in
Or the past... Hmm...? Which one... I also Think everything should not be too obvious. But you get a hint of where it happens.
The button in the storage room is not pointless. If you havent noticed Then it Starts the prop_Wall_projector, or the other one is an easteregg
nice idea, but the logic just doesn't seem right...
I click a button now, something in the past changes... that's odd isn't it?
(I know it says it in the center of the screen, but the logic doesn't seem right.)
Then the map was just too easy, what I did:
1) press the button
2) place portals on both sides of the white thing in the middle of the past, and launch bombs through them
3) go back to the present, place a portal where the hard light bridge is (well the bridge isn't active) and place a portal near the turrets
4) walk through the portal, pickup the turrets, destroy them, then walk pas them: done!
For now a 3/5, it really needs more work 
lpfreaky90 wrote:
nice idea, but the logic just doesn't seem right...
I click a button now, something in the past changes... that's odd isn't it?
(I know it says it in the center of the screen, but the logic doesn't seem right.)
Then the map was just too easy, what I did:
1) press the button
2) place portals on both sides of the white thing in the middle of the past, and launch bombs through them
3) go back to the present, place a portal where the hard light bridge is (well the bridge isn't active) and place a portal near the turrets
4) walk through the portal, pickup the turrets, destroy them, then walk pas them: done!For now a 3/5, it really needs more work
Only your repsons makes me better
I thank you!
Will be editted as soon as possible... any idea of how to exchange the "past changed" button?
Yes, I think changing something in the past is better
(make sure the same thing happens in the present too though!
)
I think the hardest part of a time-travel map is consistency. Make sure it's logical that what happens changes in the other reality.
Only logical thing past -> present.
Present -> past isn't, unless you bring an item with you (It's a paradox!)
anyways, good luck making your map better, I'll be happy to try a new version!
~Lp
I appreciate what you're trying to do, but I don't think this map works.
I don't see how you can press a button in the present which causes the past to change, it just makes no sense.
Also, having a 'finished' chamber and an 'under construction' chamber isn't a great idea. Better would be - past = finished chamber, present = destroyed, aged chamber.
Why? Because if you destroy anything in the past (like when I blow a hole in the floor) then surely that would get fixed as the chamber is still under construction. Makes no sense that they would just leave a hole in the floor.
The puzzle itself wasn't really much of a puzzle. Just do one thing, then do another thing... no real thinking involved.
Sorry to sound so negative but hopefully my comments will help you improve this map or help with future maps.
You sort of copied this from lagger's OK map but sorta made it worse
2/5 for effort.
iWork925 wrote:
You sort of copied this from lagger's OK map but sorta made it worse2/5 for effort.
Not exactly "copied." From what I'm hearing from beecake and the other mappers and players is that there seems to be something confusing about the map. Now I haven't played this map yet(due to not knowing about how to extract a rar. compression. I know that's sad, so someone pm me about it), but I don't think the concept is all that bad; of course, if I get the chance to play the map I'll have a better view on it.
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:
RwB062sSVmY
(Link: http://www.youtube.com/watch?v=RwB062sSVmY)
Also note the video description for more feedback and my signature for additional project information.
Djinndrache wrote:
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:RwB062sSVmY
(Link: http://www.youtube.com/watch?v=RwB062sSVmY)Also note the video description for more feedback and my signature for additional project information.
Ok i do not know how those turrets exploded but that was a mistake... gotta change that!
Yes i see it got all too easy... DAMN!!!
iWork: I did not copy his map. Yes i used his idea of the time travel element because i got inspired. I even told him i was going to make a map with time traveling and if he had protested i wouldn't have done it!
Shawy89: A time travel puzzle is hard to do. You can quickly see that if you do "that" in the past it will do "this" in the future... no big deal...
But future maps are made by inspiration of older maps... "Science starts with you"
The thing I found odd was a button in the future that changes something in the past. I think the past should be the only master copy as such that the future cannot affect the past but the past will always affect the future.
bmaster2000 wrote:
The thing I found odd was a button in the future that changes something in the past. I think the past should be the only master copy as such that the future cannot affect the past but the past will always affect the future.
Indeed!! I fully agree... I was really out of inspiration that day...
EDIT: Ok so the level is ready for reuploading. I just cant compile it. I have a door_frame instance, and it says it cant find it. I tried changing the instance to door_frame (again (because i moved it earlier to another folder)) without luck.. what now?
i'm hoping someone can help. i like the idea behind time portals. but when i go back and hit that first button it crashes me out back to windows. i can't imagine they had the power to do that in the past.
any ideas what could be causing it? thanks
I just accept the principle that when time travel is involved, logic goes out the window. So the 2011 button changing the 1999 room doesn't bother me. What did bother me was not knowing what was killing the 1999 turrets, and why it sometimes doesn't kill them all. It may have just been a coincidence, but the explosion that killed the turrets seems to happen when I place another portal in the room. There may have been some logic that I missed, but I only got the companion cube in the present once out of three plays.
I'm going to give you a bonus point for using bombs, 4/5.
Time Testing test
File Name: ApertureSciencetimetesting.rar
File Size: 1.29 MiB
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