[SP] sp_simulacra

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wrashidd
10 Posts
Posted Sep 07, 2011
Welcome to state of a dream... (Updated v3.1)

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

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MutatedTurret
54 Posts
Posted Sep 08, 2011
Replied 4 hours later
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.

Avatar
Saturn
46 Posts
Posted Sep 08, 2011
Replied 5 hours later
Yeah, unique and pretty inventive map. Though i didn't finish it yet i wonder how people will react to its less 'readable' nature.

Any hints for the room with the faith plate + 2 companion cubes? Not so sure what to do there.

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andyb
257 Posts
Posted Sep 08, 2011
Replied 1 hour later
Saturn Use 1 cube placed by the door in front of plate to keep it open.Use the other to launch at the walls behind the open door.
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Djinndrache
1,442 Posts
Posted Sep 08, 2011
Replied 1 minute later
I tried to play this map for more than an half hour and I quit this. The concept is really nice but it's annoying like hell, in some rooms you are stuck for ages just because everything looks alike and you have to randomly guess what you may have to do. This is not the sense of Portal.

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.

Avatar
CookieNinja8
34 Posts
Posted Sep 08, 2011
Replied 5 minutes later
I really enjoyed this map. It was complicated, but fun all at the same time.

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.

Avatar
AnaLoGMunKy
20 Posts
Posted Sep 08, 2011
Replied 3 hours later
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

Avatar
Brainstatic
219 Posts
Posted Sep 08, 2011
Replied 1 hour later
Portalable walls need to be more clear. I had to use noclip quite a bit simply because I couldn't find any portalable surfaces.
Avatar
AnaLoGMunKy
20 Posts
Posted Sep 08, 2011
Replied 9 minutes later

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?

Avatar
shamynay
1 Posts
Posted Sep 08, 2011
Replied 1 hour later
I'm afraid I'm still stuck on the first room, the big one where you fall down that long bit. I'd really appreciate a tip as there doesn't seem to be anyway out! Please help!!
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Tymo40
1 Posts
Posted Sep 08, 2011
Replied 2 hours later
Alright. I've gone as far as I could into the map determined not to ask for help, but I give up T.T

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 :/

Avatar
andyb
257 Posts
Posted Sep 08, 2011
Replied 2 hours later
@shamynay Each wall has a weird tile if you look up.One is way up.They are centered on ech wall thou.Place a portal as close as you can on one then fall through it in order to hit wall on other side.
Avatar
andyb
257 Posts
Posted Sep 08, 2011
Replied 1 minutes later
@ Tymo40 Only so many turrets and only so many tiles with cake and cherry on top
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lal86
1 Posts
Posted Sep 09, 2011
Replied 15 hours later
Hi, I'm stuck in the room with the four doors one above the other. I can't figure out how to solve it!! I hope if anyone can help.

Thanks for making.

Avatar
xdiesp
1,078 Posts
Posted Sep 11, 2011
Replied 1 day later
Joke map, comprised of a lenghty series of chambers based on some kind of trick. The trick being that you die if you do something, like jumping on a platform which wasn't actually solid. Mapping's basic but very colorful, while gameplay will either give you a couple ah-ah! moments or bore you quickly - as you die in order to "get" the trick.

Nothing to share with illusion artists such as sp_tod_Sprunrun or The halls of Menoetius Co-op .

Avatar
wrashidd
10 Posts
Posted Sep 11, 2011
Replied 14 hours later

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 ...

Avatar
wrashidd
10 Posts
Posted Sep 11, 2011
Replied 6 minutes later

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).

Avatar
lifeson99
102 Posts
Posted Sep 15, 2011
Replied 3 days later
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.

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

Avatar
jefdeal
3 Posts
Posted Sep 16, 2011
Replied 17 hours later

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.

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PsyMan
17 Posts
Posted Sep 16, 2011
Replied 9 hours later
Finally finished it, I thouroughly enjoyed that, I will definately stick it up there on my top maps section. Its nice to face challenges in a map, especially ones that are not already solved with variations on the same theme or ones with obvious pointers to hold your hand all the way through. Top Marks for a brain teazer.