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[SP] THE CORE: Portal 2 custom mini campaign

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You are a test subject in the Aperture Science lab who winds up in another "puzzling" situation. You are also in a race against an ever wicked "test dungeon master" trying to make life hard and success a relative term.

What's up with GLaDOS anyway ? Has she gone mad ? She had the cooperative testing initiative yet choses to let you break your heart and head over an inanimate companion testing element time and again.

This is what you'll be getting:

- Solve 7 new maps full of puzzle elements
- Fully voiced GLaDOS by MissyChrissy (anglsummer4 on youtube)
- Companion elements (cube & sphere)
- Custom in-game media (video's and icons by TigerboyPT)

Build 2.0: THE CORE RELOADED now live on the workshop!
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Due to the newer PTI integration, the "mod" version up to 1.1c will no longer work correctly, Therefor I recommend to not download the mod on this forum any longer but go to the following link:
http://steamcommunity.com/workshop/file ... =117081702

There, you can subscribe to all maps and they'll be automaticly downloaded to your game.

This update to the campaign fixes numerous issues, updates visual layout and inclujdes workshop compatibility where you can vote on the individual maps.

Hotfixed build 1.1c: May 2012
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Because Valve updated Portal 2 with a new dlc, they changed some internal resource file requirements which broke the main menu of my mod. I fixed this for build 1.1c. No other fixes were made.

Patch 1.1b: minor fix:
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Fixed GLaDOS announcement triggering multiple times in bonus map.

Patch 1.1 updates and fixes:
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General:

- custom signs are now self illuminated
- All maps now have correct reflections (cubemaps)
- improvements in some map detail design trough-out the levels
- updated essential mod file to support directx 8
- fixed exit doors not closing behind the player in some maps (except for the nightmare elevator)
- Installer package now fetches for sourcemod dir in the windows registry
- Chapters now also show their titles in-game

Map 1: (chapter 1: Angular Reality)

- replaced bts arms in sky-box with decoration lights to optimize performance on low memory bandwidth video cards
- More "ratman den" decoration to make it look less dull

Map 2: (Chapter 2: A New Companion)

- moved back the catwalk which is sometimes blocking start catapult movement direction
- fixed further texture misalignments
- BTS decoration arm lights were pointing the wrong way

Map 3: (Chapter 3: The Shrine)

- prevented placement of portals outside the shrine until THE CORE is removed from the altar
- redesigned the top of the shrine room
- fixed misaligned ceiling texture near gel and excursion funnel area
- jump panels of the second room now activate when the player enters
- fixed some Z-fighting props in the jump room BTS area
- fixed unfinished look of blobulator spawn area above the gel dropper
- made the pneumatic diversity exit vent more responsive to THE CORE
- puzzle indicators for tractor beam will now match it's direction color
- New puzzle in the shrine

Map 4: (Chapter 4: Deadly Intermezzo)

- extruded glass near "bowling turret" to reduce the chance of blockages when it's tippled over
- reworked some brushwork in maze area
- removed ability to place portals in maze area to avoid players skipping the maze entirely

Map 5: (Chapter 5: Euthanazation Vault)

- decorated the jump hall with extra brushwork and models
- fixed env_projectedtexture
- core goodbye line should be a triggered once only
- texturized laser power control room interior in case that players portal in there
- prevented players from going trough the tractor beam generator prop
- sanitized the puzzle around the tractor beam alcove with an escape platform and emancipation grill

Map 6:: (Chapter 6: CatapultClysm)

- added bonus map-

Map 7: (Chapter 7: Round Tangent)

- added extra models and brushwork to prevent players spotting the ceiling of the right side entry bts area when crouched.
- prevented "cutting the race" glitch by replacing core receptacle tube piece with an iris
- overhauled design of the small test room for a less dull look and removed shallow water areas
- fixed small room exploit where players could jump & hop the core inside the glass window without having to fling it
- fixed ability to place a portal on the second fling platform for the CORE race puzzle
- changed main test room acid texture to the correct deadly slime look
- corrected misaligned light spots on the exit hatch area
- removed map prototype GLaDOS power off event in exit area
- placed exit hatch override in case the player manages to "forget" THE CORE and left it being on the race exit socket
- gave breakable glass a visually broken style so it seems more obvious that you can break it.
- fixed succeeded wallprojector puzzle indicators showing unsolved state for the sphere when it is put into the socket for a second time-

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INSTALLATION NOTES:
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1. Unpack this archives WITH DIRECTORIES INTACT in the following folder

"C:Program Files (x86)Steamsteamappssourcemods"

So to be clear, the thecore directory goes inside this directory.

Your sourcemods directory should now look like this

"C:Program Files (x86)Steamsteamappssourcemodsthecore" with subdirs like bin, materials, models etc...

If you have a previous installation, just overwrite everything with the new files.

2. Restart steam for the mod to become visible in your games list.

Uninstall notes:
To elimitate every trace of my campaign from your portal2 dir, delete:

"C:Program Files (x86)Steamsteamappssourcemodsthecore" and restart steam.
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File Name: thecore11c.rar
File Size: 90.33 MiB
Click here to download [SP] THE CORE: Portal 2 custom mini campaign

I'm very interested, 6 maps! sounds interesting!!!
My internet is really really really slow at the moment, but I'm downloading at the moment and after downloading the zip I will go play it and give feedback! :D

~Lp

Are you sure the first part is solvable? Maybe uploaded a broken version or something.

ofcourse it is, its not hat you need ninja skills for it, but you need a bit thinking on WHAT portal to place

Yea I've placed the portals in every which direction and in every place, even using velocity...nothing.

are you talking about the intro map? or the second one ... (the one with the laser cube)

When you drop down, there is a button to release a cube that blocks the laser...which turns off the water field (or whatever it's called).

ah that one. Well, take a good look at the button, how would you get something to hit that with the objects you have in that room ?

Trust me, I've placed portals all over the damn place only to have the cube not hit the button. (I kinda came close once but could never replicate it)

use the tractor beam, you an invert it and you just have to think about how to invert it and when :)

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