[SP] sp_simulacra
Installing the sp_simulacra.
1) When you open the archive, there are two folders. One of them is "maps" and another one is "materials".
2)First copy content of the "maps" folder (there is only one file there - sp_simulacra.bsp) and paste it here: C:\Program Files (x86)\Steam\steamapps\common\portal 2\portal2\maps
3)Copy all texture files from "materials" folder and paste it here:
C:\Program Files (x86)\Steam\steamapps\common\portal 2\portal2\materials
4) Run Portal 2, on console type this without quotes "map sp_simulacra" and press enter.
About Simulacra:
Gametype:Singleplayer.
Genre/Theme: Abstract.
Gameplay: Trial and death.
File Name: wsp_simulacra.RAR
File Size: 3.27 MiB
Click here to download sp_simulacra
I rather enjoyed the idea for the textures, and the way they transitioned.
However though, I'm curious to see what the effect of scaling that texture up and varying the square pattern could do, akin to the standard clean look, but with greenish/yellowish tiles instead.
Also, I think this is more important, it was very hard to tell which walls were actually portable, the slight yellowish tingle isn't enough, perhaps just leave these walls as normal coloring, while having them spider out into the 'dream' texture.
Also, the cake tiles could use some consistency, ie the ones without cherry would crumble away instantly (even if crouching), while the ones with a cherry would not crumble. This could then be expanded into a larger puzzle and etc (at least if you're planning more levels in this style).
The lack of consistency ends up annoying later, as when you encounter them again, they do not break, whereas you train the solver that they would; this is heavily conflicting.
Some of the breakable walls need to be more clear, the tiles help in the first room, but in the later room when you find them, there is no indication the second layer behind the door is breakable.
Worse yet, it being portable confused me into thinking that could somehow be helpful (even though it totally wasn't, would make for something interesting though)
Thanks for making.
Any hints for the room with the faith plate + 2 companion cubes? Not so sure what to do there.
As said, I like the concept, especially some ideas like building bridges with cubes or crashing walls... But I really dislike how the map is made, it's like a random-guess-puzzle at several places.
Maybe this map could get an update and become playable in future, let me know.
I had to use noclip for some parts, because I didn't know what to do. I would suggest putter clearer instructions in some parts, like the room with
the faith plate & companion cubes.
Overall really good map! ![]()
Sorry about the big spoiler instead of regular spoiler, it wasn't working for me for some reason.
I understand why some would be annoyed with certain aspects of the level, but I was not. Not knowing where to place a portal was only annoying until I realised there was a limited solution, sometimes by not placing a portal
I actually got more put off by reading the comment about not knowing where to place a portal because I agreed at first when I couldnt work it out then I cleared my head and thought out of my box.
Was I correct to use portal boosting in the room with the red laser in the middle? I jumped on the beam generator. Actually I just thought, can I get over that bit by stacking the companion cubes and jumpin on the beam generator? How did you peeps do it?
Genius, and give me more like this please.
Also the end was nice.
p.s. I liked the fact that you tricked the player a few times, personal preference I guess. Some of us like to be kept on our toes and not be taught what to expect 
BOB74j wrote:
Portalable walls need to be more clear. I had to use noclip quite a bit simply because I couldn't find any portalable surfaces.
Try again and dont use noclip. Dont always use portals
Where were you stuck and I will give you a hint if you like?
I'm in the room where the Turrets are dysfunctional and the floor stays solid. Now what? I've tried to redirect the laser some how, but have failed many times. I cannot solve this. Please help :/
Thanks for making.
Nothing to share with illusion artists such as sp_tod_Sprunrun or The halls of Menoetius Co-op .
MutatedTurret wrote:
Interesting and inspirational concept for a map with challenging puzzles.I rather enjoyed the idea for the textures, and the way they transitioned.
However though, I'm curious to see what the effect of scaling that texture up and varying the square pattern could do, akin to the standard clean look, but with greenish/yellowish tiles instead.Also, I think this is more important, it was very hard to tell which walls were actually portable, the slight yellowish tingle isn't enough, perhaps just leave these walls as normal coloring, while having them spider out into the 'dream' texture.
Also, the cake tiles could use some consistency, ie the ones without cherry would crumble away instantly (even if crouching), while the ones with a cherry would not crumble. This could then be expanded into a larger puzzle and etc (at least if you're planning more levels in this style).
The lack of consistency ends up annoying later, as when you encounter them again, they do not break, whereas you train the solver that they would; this is heavily conflicting.Some of the breakable walls need to be more clear, the tiles help in the first room, but in the later room when you find them, there is no indication the second layer behind the door is breakable.
Worse yet, it being portable confused me into thinking that could somehow be helpful (even though it totally wasn't, would make for something interesting though)Thanks for making.
Guys, I truly appreciate your precious gaming time that you have spent with sp_simulacra and I'm so grateful to you MutatedTurret because you were first who commented (posted opinion) on my map. I highly value your opinion and suggestions but everything on the map has own reason... except as you have marked the texture of "second layer behind the wall"... I will fix it with other bugs or mistakes ...
AnaLoGMunKy wrote:
Bloody amazing, deffo up there with one of the best levels yet. Everything was challenging enough. After banging my head off the wall in some places I just spent time working things out and sometimes the obvious thing clicked.I understand why some would be annoyed with certain aspects of the level, but I was not. Not knowing where to place a portal was only annoying until I realised there was a limited solution, sometimes by not placing a portal
I actually got more put off by reading the comment about not knowing where to place a portal because I agreed at first when I couldnt work it out then I cleared my head and thought out of my box.
Was I correct to use portal boosting in the room with the red laser in the middle? I jumped on the beam generator. Actually I just thought, can I get over that bit by stacking the companion cubes and jumpin on the beam generator? How did you peeps do it?
Genius, and give me more like this please.
Also the end was nice.
p.s. I liked the fact that you tricked the player a few times, personal preference I guess. Some of us like to be kept on our toes and not be taught what to expect
Thanks a million for playing sp_simulacra and for those really warm words about it . I am so glad that you understood idea and enjoyed sp_simulacra. Mapping for the Portal is great activity but mapping with themes of Portal 2 and gameplay it is becoming p**n where most people try to create or transform that already was created by Valve.... I wanted to create something special and I did. I could do more but time limit and my code mode barrier hindered my progress. And also I regret that I little simplified the map otherwise you could enjoy it more... (sorry for the late respond).
I dropped down to the floor where the locked grate id and I'm stuck there.
I cannot find any portable surface except for up high - all the green and blue tiles are non-portable. It must be simple because no one else has asked about that room.
Since then I noclipped and got through it all except the final hoard of turrets.
No portable surfaces and 40 turrets pounding you with 45 caliber slugs. It ain't pretty I'll tell ya that.
After going through hell to get the sphere I really though placing it in ther cup would help me with the turrets somehow (a wall, a laser and laser cube . . . anything). But I was sadly mistaken.
Any hint for that final room ? Thanks
lifeson99 wrote:
Can I get a hint for ther 2nd room (unportable green panels in the lower half) ?
I dropped down to the floor where the locked grate id and I'm stuck there.I cannot find any portable surface except for up high - all the green and blue tiles are non-portable. It must be simple because no one else has asked about that room.
This one took me a second, but it was one of the rooms I had the most fun with. For this room there are 2 niches cut out of the pillars, one has a place for the sphere from the first chamber and the other seems empty. The empty one allows for a portal so you can retrieve the sphere.
lifeson99 wrote:
Since then I noclipped and got through it all except the final hoard of turrets.
No portable surfaces and 40 turrets pounding you with 45 caliber slugs. It ain't pretty I'll tell ya that.After going through hell to get the sphere I really though placing it in ther cup would help me with the turrets somehow (a wall, a laser and laser cube . . . anything). But I was sadly mistaken.
Any hint for that final room ? Thanks
This one was the hardest for me. Standing with my back to the turrets I shot a portal on the ceiling then another underneath my feet. After I picked up speed I put a portal above the emancipation grid to throw myself half way through the turrets. If you do it right you can make it. It took me a while to get the timing right. If you don't get the portal high enough above the doorway you have to start over.