File Size: 65.16 MB
Downloads: 8195
Rating: (32 votes)
Description
Personality Cores Bruce and Dalton, are introducing Atlas and P-Body to the simulation room. This room will allow for simulated testing in any environment imaginable. Bruce and Dalton have decided to have Atlas and P-Body storm a castle for the simulation rooms first test. These tests range from Hard to Hard. If you are looking to be challenged, then this is a good map for you. Expect to spend a while in the map, and as a reward for finishing the map, you have the option to play with a couple things from my previous map. The creation of this map is the result of my one years worth of mapping experience, since I first released Mind Lock in May of last year. I had never opened a mapping editor before Mind Lock, and for those of you who have played it, and the few of you who have played every one of my maps since, you can see the growth I have gained with each and every map I've released. Without the Thinkingwithportals community, I would not have come this far. In this map I have implemented as well as created custom sounds (with subtitles), textures, and models. Catapults will be a little buggy, just try to stand in the middle of the bowl. Enjoy the map, and as always I would like to receive a lot of feedback in the View Topic section. If you make a video of playing this map, please submit it in the View Topic section as well, I watch every one of them. Play instructions: Unzip the ?portal2? file from the archive and place the portal2 folder in your Steam/steamapps/common/portal 2 folder. Say yes to merging and overwriting everything. It won't mess up your files. Before you start your co-op game type into the console in the main menu ?snd_updateaudiocache?. Both players have to download the files. Start a normal co-op game and whoever is hosting (the Blue Robot) type in "changelevel mp_coop_castle" in the console (which is activated by the ` key under ESC). Thanks to my Playtesters for the havoc they cause when testing this map: That greek guy / Xires / Karmatoe / Hobbax v1.1 - Made hammers slower, Added speed gel signs. v1.2 - Made floor buttons Red. Raised white stones in second room. v1.3 - Made levers unblockable by player. v1.4 - Made catapults a little better. bombs cause less damage v1.5 - Edited catapults (Again). Fixed minor bugs.
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baca25 wrote:
Personality Cores Bruce and Dalton, are introducing Atlas and P-Body to the simulation room. This room will allow for simulated testing in any environment imaginable. Bruce and Dalton have decided to have Atlas and P-Body storm a castle for the simulation rooms first test.These tests range from Hard to Hard. If you are looking to be challenged, then this is a good map for you. Expect to spend a while in the map, and as a reward for finishing the map, you have the option to play with a couple things from my previous map.
....
omg. i havent played it yet but its by baca25 so it must be awesome. 
Baca!!! Amazing that you finally released it!!! I'm at work now, can't wait to play it... it could be the most original Portal2 thing ever!
I'll give you my feedback this evening dude!!!!
Me and my friend just played it.
We really liked it both of us. I really hope you will make more with the Simulating machine.
Quote:
Me and my friend just played it.
Aka me, This Was A Very Original Idea And I Loved It, Cant Wait To See More From You.
ok we just played your map and its awesome.
we really struggled with the first room, where you have to press the three buttons, but after that it went pretty well.
you really showed some nice ideas here. we loved the catapults 
keep the good work coming!
I'm very happy to hear that you all have liked the map. Thanks for the great comments. 
Zivi and I played this map, we loved the style but the puzzles...
In the first room we somehow managed to break the lever.
Also it took us centuries to find out that the doors were portal-able. Seriously?! I knew wood is portablable, it's something I've fixed in one of my own custom maps but... seriously?! portalable doors as intended solution?!
In the second room we had no idea what to do. the catapult lever didn't work and we couldn;t get enough speed for the fling.
We also never managed to find the dragon and we were completely lost. Maybe we should try it another time but we really didn't manage to solve it.
Then we noclipped to the fling part. Easy to spot, really hard to pull off.
Boss: interesting but a complete chaos 
End room: fun but whack-your-friend is quite impossible; you have to guess, fast reactions aren't good enough.
Some other things:
The voices were really low volume, we barely heard it.
Often it wasn't clear if a surface was portalable or not.
All in all quite a good map I suppose but we had just too much problems.
3/5: good but needs work.
lpfreaky90 wrote:
Also it took us centuries to find out that the doors were portal-able. Seriously?! I knew wood is portablable, it's something I've fixed in one of my own custom maps but... seriously?! portalable doors as intended solution?!
It's a big white surface... Guess I'll put a speed gel sign next to it.
lpfreaky90 wrote:
In the second room we had no idea what to do. the catapult lever didn't work and we couldn;t get enough speed for the fling.
Don't know what fling you are talking about. You didn't pass the floor button did you. What was broken about the catapult lever? You opened the sword door. Went up to the lever to lower the catapult arm? and then the catapult wouldn't launch?
If you didn't use the lightbridge to help solve the puzzle to get onto the deck, I would be difficult.
I'll slow down the hammer lift.
You have to figure out the Crown part before you see the other dragon.
I feel like you guys missed a lot of stuff. If you replay it. Pay attention to the signs, find their pairs.
It took us forever to figure out alot of key things, like:
-what surfaces are portalable (since both are stone it didn't work well - maybe have the portable surfaces be wood? The doors also were not instantly obvious - a good way to fix this is signs ofc.
- the button has no indicator light, meaning throughout that room we found it last. it's also in a dark spot, adding to it's hiddenness. (it's also made of stone, like everything else, so it didn't stick out. Maybe use the same rusty material as the light bridges and funnel?)
Apart from these few flaws however, we LOVED this map. It was so unique, helarious and the "boss battle" was awesome too. A bit scarce on detail but that's about it. 5/5 
EDIT: Have you considered custom core models for the two cores? To add some more uniqeness to them. (as fun as it was fighting Rick
)
baca25 wrote:
I feel like you guys missed a lot of stuff. If you replay it. Pay attention to the signs, find their pairs.
Yeah, we should it replay it to find the correct way some time. But you should have a look at that first wooden lever. The one that lowers the Number 3 hand button thing. After a few tries the lever didn't move anymore, making the puzzle unsolvable.
zivi7 wrote:
The one that lowers the Number 3 hand button thing. After a few tries the lever didn't move anymore, making the puzzle unsolvable.
I just spent like 5minutes trying to break this thing, but I couldn't. It's also never broken before. I think it was just a random break.
baca25 wrote:
the button has no indicator light, meaning throughout that room we found it last. it's also in a dark spot, adding to it's hiddenness.
I've been thinking of making it a red top like the buttons in the game. I'll do that. and add a red light above it.
Groxkiller585 wrote:
what surfaces are portalable (since both are stone it didn't work well - maybe have the portable surfaces be wood? The doors also were not instantly obvious - a good way to fix this is signs ofc.
I think the first room is good now, but I can see how finding the white stone circles could be annoying in the second room. will find a way to make it more obvious. I'll add wood floor in the sword room, instead of stone.
In the first puzzle we were able to bounce up to top of the side walkways by putting blue gel on the stairs and running into it with red gel. This let us easily hit the third button without having to pull the lever to lower it.
wilran3 wrote:
Wooooooooooow, When's your next one? nice endgame content too.
I need a break after making this one 
Omg this map so great! Think it is one of BEST of BEST coop maps.
How long you mapping it? I with friend pass it for 90 minutes )))
ReikoRaph wrote:
Omg this map so great! Think it is one of BEST of BEST coop maps.How long you mapping it? I with friend pass it for 90 minutes )))
I've been slowly working on this map off and on since February. Glad you liked it!
Just like to say amazing map, me and my friend both thought this was design wise the best map we have ever played for sure and the story line to boot as well, we both had a lot of fun on it. That first moment of entering the castle was just to cool so different to anything else out there. So yeah awesome job can't wait for the next simulation (prays that there is another!).
Wow! Thanks for the great comments. I'm also glad to see that a lot of you that don't have very many posts are either making new accounts with thinkingwithportals and/or your contributing with your reviews.
Means a lot to all mappers.
Also can't believe I've gotten 1000 downloads in about two days!
btw i managed to break the levers aswell. i know why though. if you press the lever and then either player stands in the way of the level start posistion so that the lever is blocked it will jam and not work any more. i had to restart the level twice cuz of this. will attempt it again in a little while.
fma965 wrote:
btw i managed to break the levers aswell.
Ok this is an easy fix to eliminate this problem. I have made all the levers non_solid to players, and left the playerclips how they are. Now they can't be blocked. I'll upload this fix tomorrow.
baca25 wrote:
fma965 wrote:btw i managed to break the levers aswell.
Ok this is an easy fix to eliminate this problem. I have made all the levers non_solid to players, and left the playerclips how they are. Now they can't be blocked. I'll upload this fix tomorrow.
ok cool. just played it again recorded it it took around 1 hour really loved the ending chamber as u wud tell by the mass amount of laughing in the video.
What I think of every time i see a personality core on human body.
[edit] as vague as a joke that is I put the text in spoilers [/edit]
My brother and I got to the ending normally but had trouble beating the king.
see spoiler for additional comments and unintended solution:
The king was very difficult to overcome we were having a hard time placing the gels where we wanted them without being killed by them landing near us. We eventually had to use no clip to reach the levers because it was really frustrating to get them .
I do like killing the king takes two players with a sword and a shield, very good use of co-op.
Also, I'm confused on what purpose the light beam had in the castle room with the balcony?
We managed to get up to the balcony without it. Both of us combined we only used the center floor and the angled pillar legs.
We used the flow / swirl machine to get us in both infinite loops on the sides. We counted down and each placed a portal on the other angle facing the balcony. We smacked into each other and landed safely.
Redunzl and I loved the theme and looks of this map, but the playability was a real problem for us. We get that it's a castle, but it is unrealistically huge.
In the courtyard, the catapult flung us onto the parapets, where we found this nodraw texture (left screen).
2012-05-14_00001.jpgThe sightlines in the great hall made setting up the fling unnecessarily difficult.
In the final gauntlet, we just got tired of never knowing if we were going to be on red or blue gel at any given moment. We gave up, because we kept having to start over, never being able to maintain any progress we made.
In summary, great concept, beautiful map, but too big and too difficult to do even the simple things. 3/5 from us.
P.S. Learn to pack your custom content into your map. Uninstalling this is a real pain in the ass with all those files to track down and delete.
KennKong wrote:
In the courtyard, the catapult flung us onto the parapets, where we found this nodraw texture (left screen).
Catapults are a little buggy. Moving brushes and stuff is difficult to tame. Nothing i can really do there. got them to where I could... So, sometimes its shoots you straight up,so your not supposed to be up there.
KennKong wrote:
The sightlines in the great hall made setting up the fling unnecessarily difficult.
Not entirly sure what your talking about. I made the sightlines purposely how they are.supposed to use the lightbrige to split the two of you up in the funnel. then kill the funnel, then loop yourselves on the angled panels on each side of the room. then just shoot the panel going to the platform at the same time. Answers Austins question. Not using the light bridge is unintended, but I figure its harder and more time consuming to do it without, so I never cared if you sync up, one at a time.
KennKong wrote:
In the final gauntlet, we just got tired of never knowing if we were going to be on red or blue gel at any given moment.
Red gel gets shot at red player, blue gel gets shot at blue player... can be difficult without mics I guess.
KennKong wrote:
P.S. Learn to pack your custom content into your map. Uninstalling this is a real pain in the ass with all those files to track down and delete.
Probably should learn that, but I named all files "Castle" so that they would be easy to delete.
Personally I don't feel that hard light bridges and modern cubes fit in this style.
The "faithplate" is beautifully done and the gel fits as well but yea, don't like the hlb and modern cubes 
Your description of the intended solution for the great hall is certainly different than what we used. We never thought of looping on the sides of the room. We did experiment with using the lightbridge to hold us above the two floor panels. Since we play with controllers, the quick and accurate aiming your method requires might have been more difficult than what we did.
our method
lpfreaky90 wrote:
Personally I don't feel that hard light bridges and modern cubes fit in this style.
Not much I could do about the light bridges, funnels and stuff; other then edit the models, which I did. So didn't really matter to me. I did however make a different cube, but it wouldn't jump on top of the lightbridge when you shot the lightbrige at it, so I scraped it.
KennKong: I have no idea how you solved that room without looping on the sides.
That Greek Guy wrote:
Why are there still no videos?
I've got 3+ hours of catapults not working, flings not working, and gel raining down while we run all over hell and creation. Who wants to see that?
Kong. How did you solve the puzzle to get onto the balcony? You found a very interesting unintended solution. I also just made the catapult better, but if two people try to launch at the same time... no promises. I'll update it tomorrow night.
i got a 1:30 video but i havent converted, edited or uploaded yet so you will have to wait lmao.
ahh i was laughing so hard at that... amazing
I was yelling "you guys need to work together!" because you guys kept going on each side by yourselves.
But you did show me a couple of bugs I didn't know about, and I will fix.
such as, going through the bars. how you solved the first puzzle. fires need timers. I already lowered the damage of the bombs. And even though I dont know what to do about the catapults, I still need to make them better somehow...
baca25 wrote:
ahh i was laughing so hard at that... amazing
I was yelling "you guys need to work together!" because you guys kept going on each side by yourselves.
But you did show me a couple of bugs I didn't know about, and I will fix.
such as, going through the bars. how you solved the first puzzle. fires need timers. I already lowered the damage of the bombs. And even though I dont know what to do about the catapults, I still need to make them better somehow...
you know its a good video when some1 screaming at the screen telling the video what to do
.
we dont work together very well (but not a single one of my other friends like portal 2 or if they do they are rubbish at it lol) we are usually on splitscreen but we played it on splitscreen before and stuff went weird so we tried it again on lan but dheppell's laptop is so crap it couldnt play it well so as u can see in remote_view he was lagging like hell. i have no idea how your suppose to do that if the bar thing is a glitch (maybe when most glitches are fixed i will try it again). no idea how i flew backwards on the catapult though that was random. good map though the problem with custom elemeents is that they can be glitchy. thanks and we both look forward to more maps from you.
if you want to make it true ancient gameeplay you should make old style excursion funnels, light bridges, and cubes. btw wat the hell is the cube for?
First off, Our gaming reviewers (being TrueRelic and TrueFaith) loved your maps. This one being our absolute favorite. We wanted to give you the highest praise for this masterpiece. We also saw that you watch videos of your maps. We have a few and would be honored if you watch them.
http://www.youtube.com/watch?v=2Wm5zGI2LXs
We made about 4 video parts because your maps are so challenging. Thank you again for this epic map. You are our absolute favorite map maker. Make more for we want to play all that you make. Finally, keep up the amazing work
.
Sincerely,
TrueFaith and TrueRelic

Personality Cores Bruce and Dalton, are introducing Atlas and P-Body to the simulation room. This room will allow for simulated testing in any environment imaginable. Bruce and Dalton have decided to have Atlas and P-Body storm a castle for the simulation rooms first test.
These tests range from Hard to Hard. If you are looking to be challenged, then this is a good map for you. Expect to spend a while in the map, and as a reward for finishing the map, you have the option to play with a couple things from my previous map.
The creation of this map is the result of my one years worth of mapping experience, since I first released Mind Lock in May of last year. I had never opened a mapping editor before Mind Lock, and for those of you who have played it, and the few of you who have played every one of my maps since, you can see the growth I have gained with each and every map I've released. Without the Thinkingwithportals community, I would not have come this far. In this map I have implemented as well as created custom sounds (with subtitles), textures, and models.
Catapults will be a little buggy, just try to stand in the middle of the bowl.
Enjoy the map, and as always I would like to receive a lot of feedback in the [url=http://forums.thinking.withportals.com/topic5184.html]View Topic[/url] section. If you make a video of playing this map, please submit it in the [url=http://forums.thinking.withportals.com/topic5184.html]View Topic[/url] section as well, I watch every one of them.
Play instructions: Unzip the "portal2" file from the archive and place the portal2 folder in your Steam/steamapps/common/portal 2 folder. Say yes to merging and overwriting everything. It won't mess up your files. Before you start your co-op game type into the console in the main menu "snd_updateaudiocache". Both players have to download the files. Start a normal co-op game and whoever is hosting (the Blue Robot) type in "changelevel mp_coop_castle" in the console (which is activated by the ` key under ESC).
Thanks to my Playtesters for the havoc they cause when testing this map: That greek guy / Xires / Karmatoe / Hobbax
v1.1 - Made hammers slower, Added speed gel signs.
v1.2 - Made floor buttons Red. Raised white stones in second room.
v1.3 - Made levers unblockable by player.
v1.4 - Made catapults a little better. bombs cause less damage
v1.5 - Edited catapults (Again). Fixed minor bugs.
File Name: Storming The Castle.rar
File Size: 65.16 MiB
Click here to download Storming the Castle