External: http://www.cosmicdreamer.be/thecore.vpk:** 0 B
Click here to download The Core Companion oriented mini campaign
&
External: http://www.cosmicdreamer.be/thecore.vpk:** 0 B
Click here to download The Core Companion oriented mini campaign
&
well as I know theres 2 valid solutions, either you portal yourself over with the companion cube, or you do it from the redirection platform with the redirection cube. As long as you have to portal back via the bts scene to move yourself to the exit panel I guess I can live with other "solutions". I'd like to see some videos, then I can take measures to fix things where I'd find that the puzzle is too much broken or cut by the player...
Fixes that I'm preparing for the next version:
Gameplay enforcement tweaks:
grate at cube button to prevent hopping on the cube to shortcut to the platform
placed the vertical portal surface under the exit platform to avoid undesired funneling
swapped cube/laser cube dispenser positions
Mounted the laser on the ceiling to enforce the useage of the redirection cube
changed portal surfaces in the "laser room" to enforce usage of redirection cube
built blocking wall to prevent solving phase 1 of the puzzle in an undesired way
Fixes:
added autosave when entering the room
lighttboard now propperly working
lowering slime a bit so that faith plates don't appear flooded
some behind the scenes visual optimizations
exit door now closes behind you
exit door indicator now hooked propperly
playerclip to prevent people from intentionally dropping behind the catwalk in the BTS scene
Additions for the next version:
story element in BTS section..
vpk structure (place in addons folder)
sounds added to vpk structure
extra materials added to vpk structure
Several custom scripts to direct lightboards and level transitioning in my campaign
I've updated the first map of the campaign with several internal and gameplay optimizations...
note:
From now on, it's in vpk format and it needs several actions for it to work:
CcB1Yrmwcoc
(Link: http://www.youtube.com/watch?v=CcB1Yrmwcoc)
Also note the video description for more feedback and my signature for additional project information.
btw this was an earlier version than the currently downloadable file here.
cd
Map 2: placing glass panel next to the "ballshower" timer button's location so you can't shoot a portal from the ijcore's relaxation vault room...
map 2: kill off accumulating blobs at the highest point of the tractor beam when tractoring them in
map 2: Removed a floating brush in the tractor beam and gel sprayer compartiment
I will reintegrate some of my ideas that are cut from map 2 into map 3, the final map.
Map 1:
- Emancipation field in the middle of the room no longer needed (as tractor beam is removed too)
- Gave the exit hallway an exit look consistent with my designs for the other map in this regard
Map 2:
- hurt trigger at the tractor beam generator position to prevent blobs from accumulating when sucking up paint
- made exit area consistent with the rest of my maps (with wall embedded backlight visuals)
- Fixed some pneumatixc diversity vent mechanics at the exit.
No map 3 yet, it's still only 65% complete.
But it will never be releaseworthy like I want it before valve clears out the issues with correctly pluggable custom campaign scripts, where the player can also select the maps from the main menu and hear all the intended sounds...
There's a slight chance that I will release "the core" with the "makeshift" extra manu's , rigged manifest file for addition of sounds and so on, however this chance is about 10%. I've told before about all the engine "shortcomings" for complete campaign;
I'm in the progress of tweaking the maps according to what I saw from some playtesting. In addition, I'm getting custom icons and the glados voice courtecy of MissyChrissy (anglsummer4 on youtube). Soon I'll also get some assets that will greatly add to the backstory of my map.
Like Dead Before Dawn, this is again a cool volunteer community effort with several team member showing their enthousiasm of making a "comunity driven" map.
I like this 