[SP] THE CORE: Portal 2 custom mini campaign
Quote from c4n on March 3, 2012, 8:39 amOh hi,
Nice map, took some time for some rooms !
Just wanted to know if in room 3 :
[spoiler]- Is it normal that if I go in the room with the jumper with the funnel, it sends me in some weird place ? it sends me in a room with a door opening when I walk on a specifical place on the floor; I didn't really try to get out of this room, since I understood what to do with the ball... but I couldn't get out of this room, didn't know of this is intentional, some kind of easter egg, or a bug ?To be specific, I was near the button next to the jumper, and when I created my portal on the floor with the funnel on, it did send me there.[/spoiler]
Anyway, finished it, was really fun, looking forward your next realeases
Oh and tell me if my description sounds weird or wrong, myn english isn't really strong in me
Oh hi,
Nice map, took some time for some rooms !
Just wanted to know if in room 3 :
Anyway, finished it, was really fun, looking forward your next realeases
Oh and tell me if my description sounds weird or wrong, myn english isn't really strong in me
Quote from CosmicD on March 6, 2012, 5:34 pmThx for liking it. Well as you finished it [spoiler]the room with the faith plate will hold the key to enter the laser protected shrine.[/spoiler]
Thx for liking it. Well as you finished it
Quote from TaiMai on March 15, 2012, 4:25 amThanks CosmicD. The work you put in shows. The Core was great fun, and you captured the Portal experience perfectly in your custom maps. I hope you do another mini-campaign in the future that is as funny and enjoyable as this one.
Thanks CosmicD. The work you put in shows. The Core was great fun, and you captured the Portal experience perfectly in your custom maps. I hope you do another mini-campaign in the future that is as funny and enjoyable as this one.
Quote from RustyDios on March 18, 2012, 11:40 amThis was the first mod/mini-campaign that I've downloaded. I was very impressed with the amount of content and the detail of everything. Provided me with plenty of fun, head scratching and thinking. Looking for more maps like this.
This was the first mod/mini-campaign that I've downloaded. I was very impressed with the amount of content and the detail of everything. Provided me with plenty of fun, head scratching and thinking. Looking for more maps like this.
Quote from zivi7 on March 21, 2012, 11:02 amEverything was just brilliant - from the intro over the looks, the puzzles and the nice voice acting to the ending - EXCEPT the first map. It wasn't the gravity change which forces you to think "around the corner" I had problems with, but realizing that I can exit through the shaft by flinging to it.
First, I didn't realize that little "dust cloud" after putting the cube on the button means that I would get sucked up into that vent above the exit door. And second, I didn't even try to get near the door in any way because I could easily see that the door was still closed. Maybe you could make it so that the door opens when the cube is put on the button so that it becomes obvious that the exit is available from then on?
Everything was just brilliant - from the intro over the looks, the puzzles and the nice voice acting to the ending - EXCEPT the first map. It wasn't the gravity change which forces you to think "around the corner" I had problems with, but realizing that I can exit through the shaft by flinging to it.
First, I didn't realize that little "dust cloud" after putting the cube on the button means that I would get sucked up into that vent above the exit door. And second, I didn't even try to get near the door in any way because I could easily see that the door was still closed. Maybe you could make it so that the door opens when the cube is put on the button so that it becomes obvious that the exit is available from then on?
Quote from CosmicD on March 28, 2012, 5:40 pmah, yeah that would be a bit more readable. The problem we had there was that this whole thing is suspended in a 3d skybox and I had some skafuddles with how the nearby geometry would glitch out when you show too much geometry of behind the elevator. I was already glad that in cooperation with another mapper, that I could fix this thing.
It's an optimization thing, the skybox is already huge, Opening the door when you are still on the ground near the button would mean that you'd see a gaping hole which doesn't look nice. everything behind that door is deactivated from rendering until you actually fly trough it, to avoid too much lag for slower computers.
Perhaps i'm a bit too strict with all this, and I Could test if opening the door/closing the door could just activate/Deactivate the geometry behind it without adding more lag for slower computers. But that would be in the next patch and It's a bit on hold for now cause my collegues are busy.
If it doesnt work out i could always enable some lights in that section to make sure that it's readable.
BUt you have to know that the button actually doesn't activate the door but toggles the passage towards the pedestal room and the ratman's room.
ah, yeah that would be a bit more readable. The problem we had there was that this whole thing is suspended in a 3d skybox and I had some skafuddles with how the nearby geometry would glitch out when you show too much geometry of behind the elevator. I was already glad that in cooperation with another mapper, that I could fix this thing.
It's an optimization thing, the skybox is already huge, Opening the door when you are still on the ground near the button would mean that you'd see a gaping hole which doesn't look nice. everything behind that door is deactivated from rendering until you actually fly trough it, to avoid too much lag for slower computers.
Perhaps i'm a bit too strict with all this, and I Could test if opening the door/closing the door could just activate/Deactivate the geometry behind it without adding more lag for slower computers. But that would be in the next patch and It's a bit on hold for now cause my collegues are busy.
If it doesnt work out i could always enable some lights in that section to make sure that it's readable.
BUt you have to know that the button actually doesn't activate the door but toggles the passage towards the pedestal room and the ratman's room.
Quote from CosmicD on May 9, 2012, 1:00 pmin dlc2, valve altered the main menu scripts which cause this version to break. If you want to play the campaign, just boot it up normally so you're in main menu, then type map sp_cosmicd_intro in the console!
I'm not sure when I4m gonna research this. I'm inclined to fix it when the pimped reloaded maps are ready.
in dlc2, valve altered the main menu scripts which cause this version to break. If you want to play the campaign, just boot it up normally so you're in main menu, then type map sp_cosmicd_intro in the console!
I'm not sure when I4m gonna research this. I'm inclined to fix it when the pimped reloaded maps are ready.
Quote from CosmicD on May 17, 2012, 1:52 pmI've just made a hotfix for the broken main menu in my mod since DLC2. Download it here:
http://dl.dropbox.com/u/1319539/pak01_dir.vpk
Just put it in your sourcemods/thecore menu!
I've just made a hotfix for the broken main menu in my mod since DLC2. Download it here:
http://dl.dropbox.com/u/1319539/pak01_dir.vpk
Just put it in your sourcemods/thecore menu!
Quote from msleeper on May 17, 2012, 3:39 pmI'd really recommend updating your file in the download DB, since there's no way to guarantee people will see that fix. Just go to your download page and press the "Edit" button in the top right.
I'd really recommend updating your file in the download DB, since there's no way to guarantee people will see that fix. Just go to your download page and press the "Edit" button in the top right.
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Quote from CosmicD on May 18, 2012, 7:28 amDo you mean that I just should update my entire release with this one file ? It's a bit hard now because my installbase update is heavily updated. + my test build is always updated with the latest builds of scripts etc....
If you preffer this, I will do it this weekend and just install the installer to another dir where I can place the fixed file and repack.
Do you mean that I just should update my entire release with this one file ? It's a bit hard now because my installbase update is heavily updated. + my test build is always updated with the latest builds of scripts etc....
If you preffer this, I will do it this weekend and just install the installer to another dir where I can place the fixed file and repack.