[SP] THE CORE: Portal 2 custom mini campaign
Quote from MrD on October 14, 2011, 6:48 pm@quatrus, I was able to quick-save in mid-level...
One of the best mods for Portal 2 that I've so far played. Here's my feedback, long and filled with spoilers:
I agree with Tonytony.
1. The gravity/Escher thing was disorientating and confusing, and I did not think that it contributed to the level.
2. Final test chamber:
a) There is no introduction to elements such that the player learns. [spoiler]I don't recall any test chamber in Portal 1 or 2 in which the pools of water were not toxic. In Portal 2 we are taught that >puddles< of water on the ground are >not< toxic because we fall into those puddles and do not die -- there was no way for the player to avoid the puddles.[/spoiler]
[spoiler]When I first entered the level, I spent a >lot< of time trying to figure out how to get across what I've been taught is toxic water. When, out of desperation, I tried to jump it and then did >not< die, I was sort of mad. Somewhere you should have a non-toxic pool into which one falls or is pushed into so that one learns that not all pools are toxic.[/spoiler]
b) Same thing for the [spoiler]glass ceiling. Nowhere are we taught that we can manipulate the environment in that way; we have been taught that glass can be broken by flinging something through portals but not by simply touching it with an object. I only learned that by reading one of the prior hints in this thread. Again, I was peeved to find out that it was even possible to do that. Maybe placing a glass wall that breaks as the ball is >carried< would provide the learning experience.[/spoiler]
c) Maybe this is a glitch... In the final hall at the exit door before the elevator, [spoiler]I put a portal on the wall and another portal on one of the platforms far below. Then, grabbing the ball, I jumped through the portal far below me. I expected to fly across the toxic pool and hit the far door. However, I landed in the pool. This seems like a glitch. At the speed I should have had, I should have flown straight down that hallway and smacked against the exit door.[/spoiler] I tried again and it worked, so maybe it's just me.
I did enjoy the mod though. It was good that you didn't rely on split-second timing, pixel-perfect jumps, or things like re-portalling (which Valve removed) or bunny hopping.
@quatrus, I was able to quick-save in mid-level...
One of the best mods for Portal 2 that I've so far played. Here's my feedback, long and filled with spoilers:
I agree with Tonytony.
1. The gravity/Escher thing was disorientating and confusing, and I did not think that it contributed to the level.
2. Final test chamber:
a) There is no introduction to elements such that the player learns.
b) Same thing for the
c) Maybe this is a glitch... In the final hall at the exit door before the elevator,
I did enjoy the mod though. It was good that you didn't rely on split-second timing, pixel-perfect jumps, or things like re-portalling (which Valve removed) or bunny hopping.
Quote from CosmicD on October 14, 2011, 8:18 pm[spoiler]Maybe I should make the glass that you can break by the ball apear already a bit broken. The learning curve was maybe a bit vague. It happens when you portal the sphere trough that one glass with the light source.
In the tunnel, the unbreakable glass has black squares and the rest looks kinda cheap, and then I put a big hint at the end of the tunnel at the door.
Without handing it on a plate I thought this would be making ppl thinkg about "glass".[/spoiler]
About the water/slime dilemma, I'll just remove it in the patch. I just seen it in other levels and I thought it would be cool but yeah it was maybe confusing.
[spoiler]About the exit hatch (before the nightmare escape elevator), You should be able to fling down to that one surface that is aligned for you and the sphere to jump in.[/spoiler]
To be honest , too quick ninja portaling, reportalling or using funnel and wallprojector glitches on purpose would be too elitist imo. I started with pretty hard puzzles but as playtesters (friends) were playing my map I releaved the difficulty.
I wanted a campaign that was average difficulty but with some new ideas without forcing it TOO much out of the box.
The patch notes are stacking up and are mainly situated around textures, some obvious noobish things of mine and well.... a new bonus map! I'm taking a small month for this so I can make a final version.
About the water/slime dilemma, I'll just remove it in the patch. I just seen it in other levels and I thought it would be cool but yeah it was maybe confusing.
To be honest , too quick ninja portaling, reportalling or using funnel and wallprojector glitches on purpose would be too elitist imo. I started with pretty hard puzzles but as playtesters (friends) were playing my map I releaved the difficulty.
I wanted a campaign that was average difficulty but with some new ideas without forcing it TOO much out of the box.
The patch notes are stacking up and are mainly situated around textures, some obvious noobish things of mine and well.... a new bonus map! I'm taking a small month for this so I can make a final version.
Quote from MrD on October 14, 2011, 8:55 pmHere's a couple of thoughts, my last words on the subject.
[spoiler]In the level where you have a deep shaft with the portal surface on the bottom, change it to have a non-toxic pool at the bottom with a hallway thats >just< visible at the bottom leading away from the pool. Make it so one cannot jump "just so" missing the pool and landing on the walkway. At the end of >that< hallway, put another deep shaft.
This way folks will see the passageway at the bottom and try to get there. They will fail and fall into the pool... and learn that it is non-toxic.
Otherwise make a room in a previous level with a collapsing walkway that drops the player into a non-toxic pool.
For the glass, on a previous level make a glass plate that completely blocks the player's progress. Preferably somewhere in the level where they are not typically carrying the ball. The glass would block their progress until they happened to be carrying the ball. Maybe a sign that says "break glass in case of fire" would be too much of a hint... but you could think about that.
Or maybe -- don't know if it's possible -- put a turret behind a big glass window with the area directly in front of the turret opaque so the player cannot see what's behind the glass and the turret does not start talking or shooting. Then have a sign that says "break glass in case of boredom". When the player tries to break the glass and finds that only the ball breaks it, they get a surprise. Either they run, or drop the ball to pick up and fling the turret, or they push the turret over. In any event, they've now broken glass on purpose with the ball so your hints on the last level might ring a bell or make more sense.[/spoiler]
I enjoyed the mod. Good luck.
Here's a couple of thoughts, my last words on the subject.
I enjoyed the mod. Good luck.
Quote from Spam Nugget on October 15, 2011, 1:24 amOn the whole I enjoyed this, but here is some constructive criticsm::
[spoiler]-First off, it lagged. A lot. I had to put all settings on low to even play the thing, despite normally running Portal 2 on full settings.
-I didn't like the gravity changing things. It's just disorientating. It feels like more of a gimmick than anything else.
-The texturing seemed a bit of a mess to me, I think it needs a bit more consistency.
-The arial faith-plate in the laser cube room would fling me straight up before it would fling me forwards. Don't know if this is just a bug or there for some obscure reason, but it annoyed me.
-The last room annoyed me. It wasn't clear that you had to break the glass, or even that you could break the glass with the sphere. It took me a while to even figure out how to get the sphere out the room, because I didn't see the glass in the wall.K, now for some good points:
-I loved the custom content. Things like custom sounds, videos and sounds always add a bit of character to a map.
-I liked that it was packaged as a mod rather than as a vpk. It makes it look so much more professional, especially with the custom loading screens and intro.
-On the whole, the puzzles were enjoyable. I especially liked the overhead maze.
-It was great to see a use of diversity vents that wasn't buggy and awkward like so many seem to be.Overall, I enjoyed this map, but I feel it could do with a bit more work.[/spoiler]
On the whole I enjoyed this, but here is some constructive criticsm::
I think in terms of boolean variables. Generally, it makes things easier.
Quote from CosmicD on October 16, 2011, 4:34 pmThe problem with diversity vents is that when you are timing it like in the final map you're always going to have some deviation due to randomness of the ball slamming against the tube walls and getting stuck or whatnot so I faked it a bit. You can always use these things if they are short, but there's always the risk of the ball getting stuck.
i know about the faithplate, it's because I need to move the fallen catwalk prop out of the way, i put it there for consistency because well it's gone upstairs right ? I'm gonna see if I can move it a bit back while you can still reach the cube AND have a correctly functioning faith plate.
There's already 15 or so fixes noted for the public patch. I might also make the glass appear broken where you can break it so it has more than a visual cue...
The problem with diversity vents is that when you are timing it like in the final map you're always going to have some deviation due to randomness of the ball slamming against the tube walls and getting stuck or whatnot so I faked it a bit. You can always use these things if they are short, but there's always the risk of the ball getting stuck.
i know about the faithplate, it's because I need to move the fallen catwalk prop out of the way, i put it there for consistency because well it's gone upstairs right ? I'm gonna see if I can move it a bit back while you can still reach the cube AND have a correctly functioning faith plate.
There's already 15 or so fixes noted for the public patch. I might also make the glass appear broken where you can break it so it has more than a visual cue...
Quote from Haggis on October 17, 2011, 1:30 pmI bow down to the genius of all involved in making this mod. The animation at the start was fantastic, loved the way it stopped, then you were at the start of the first level. You have created 2 of my favourite levels in Portal 2, the faithplate level and the end level with the sphere. I have read through most of the comments,[spoiler]totaly disagree about the water and the glass, i got it straight away[/spoiler] you just have to learn, that is a new element of gameplay, you cant go putting up signs pointing out everything. Congratultions for mapping a great campaign.
I bow down to the genius of all involved in making this mod. The animation at the start was fantastic, loved the way it stopped, then you were at the start of the first level. You have created 2 of my favourite levels in Portal 2, the faithplate level and the end level with the sphere. I have read through most of the comments,
Quote from CosmicD on October 17, 2011, 4:19 pmThanks so much everyone for the round score and the many downloads of this campaign. This is very motivating and honestly I didn't expect this. Now I KNOW as a level designer that I am going trough an evolution still. It was an escapade for me as I'm mainly a musician. I know that there are some noobish oversights in brushwork here and there but despite that, I'm relieved that the puzzles were entertaining for most.
I have now more than 20 fixes that I'm working on for the 1.1 update, all gathered from feedback here, on moddb, youtube and on blogs. I'd like to release that on halloween
Thanks so much everyone for the round score and the many downloads of this campaign. This is very motivating and honestly I didn't expect this. Now I KNOW as a level designer that I am going trough an evolution still. It was an escapade for me as I'm mainly a musician. I know that there are some noobish oversights in brushwork here and there but despite that, I'm relieved that the puzzles were entertaining for most.
I have now more than 20 fixes that I'm working on for the 1.1 update, all gathered from feedback here, on moddb, youtube and on blogs. I'd like to release that on halloween
Quote from CosmicD on October 19, 2011, 12:16 pmI'm well underway on working on patch 1.1
Not only am I fixing 30+ things, I would also take the opportunity to make some parts of the maps a bit nicer.
For example I took the advice that people were confused about the water in the last map and created a more straightforward visual for the small room there. [spoiler]Also the glass that can be broken is visually breakable now.[/spoiler]
In 2 weeks I hope to have this patch ready.
I'm well underway on working on patch 1.1
Not only am I fixing 30+ things, I would also take the opportunity to make some parts of the maps a bit nicer.
For example I took the advice that people were confused about the water in the last map and created a more straightforward visual for the small room there.
In 2 weeks I hope to have this patch ready.
Quote from MustTryHarder on October 21, 2011, 7:13 pmI was also perplexed by the last chamber and needed to watch the vid posted here on P2 in order to progress.
Here's a shorter walk-through for those who may be interested:
I was also perplexed by the last chamber and needed to watch the vid posted here on P2 in order to progress.
Here's a shorter walk-through for those who may be interested:
Quote from 7r17r1 on October 24, 2011, 3:43 pmOk, so I m stuck with the very first puzzle : The game doesn't work
I downloaded it three times on different link, installed, reinstalled and restarted steam a bunch of times but it just doesn't want to work
I have the portal 2 : THE CORE in my library on steam, but when I launch it it's just portal 2. When I launch a new game it's the portal 2 standard game, nothing in challenge mode aswell
I tried to launch the first map with the console but it doesn't work. I tried to copy / paste the maps in the map directory but as expected it doesn't workVery hard first puzzle... What should I do ? copy / paste every single material from the thecore directory in the portal 2 directory ?
Ok, so I m stuck with the very first puzzle : The game doesn't work
I downloaded it three times on different link, installed, reinstalled and restarted steam a bunch of times but it just doesn't want to work
I have the portal 2 : THE CORE in my library on steam, but when I launch it it's just portal 2. When I launch a new game it's the portal 2 standard game, nothing in challenge mode aswell
I tried to launch the first map with the console but it doesn't work. I tried to copy / paste the maps in the map directory but as expected it doesn't work
Very hard first puzzle... What should I do ? copy / paste every single material from the thecore directory in the portal 2 directory ?