[SP] THE CORE: Portal 2 custom mini campaign

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Tonytony
5 Posts
Posted Oct 11, 2011
Replied 14 minutes later
first part not solvable. you either need to be clearer about some elements that might make it solvable (what tractor beam) or these elements are bugged and not functioning properly
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skeezik$
6 Posts
Posted Oct 11, 2011
Replied 11 minutes later
Great campaign! The continuity of the game using sourcemod is great. I like the new, quieter ball. The second to last puzzle took some time until I realized there was a white ceiling at the top of the shaft. Really neat mini-story with great voice acting! Perhaps the core could say some snarky things, too.

The changing gravity section was confusing at first, but is do-able. For those having difficulty, remember that you need to place the cube on the button, but you don't take the cube with you when you exit the room. I like the race at the end, but it could be more suspenseful if there is a voice counting down instead of just the clock ticking.

As far as the ending, was the whole thing a dream? Or are we transported by GlaDOS back to our sleeping area?

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CosmicD
125 Posts
Posted Oct 12, 2011
Replied 6 hours later

skeezik$ wrote:

The changing gravity section was confusing at first, but is do-able. For those having difficulty, remember that you need to place the cube on the button, but you don't take the cube with you when you exit the room.

Thanks for the comments.

Note that the first 2 levels are more like a training, the "take object with you" routine will come in place after you visit the shrine. The "new companion" course teaches you that you have to "manipulate" companions to get somewhere.

And yes somewhere in between stasis room exercise sessions you awoke from a nasty dream. Ss GLaDOS' voice is omnipresent trough the facility it formed this dream.

Tonytony wrote:
first part not solvable. you either need to be clearer about some elements that might make it solvable (what tractor beam) or these elements are bugged and not functioning properly

Rest asured that every puzzle I tested thoroughly and I saw dedicated playtesters go trough the levels and I saw what they did. I made a crosssection in my head of what some found too difficult and too easy or too frustrating and adapted some puzzles for release.

Of course now it's out I guess I'm going to be able to observer more feedback and maybe come up with some changes that I can do.

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Szieve
158 Posts
Posted Oct 12, 2011
Replied 3 hours later
Does not start... error--- Setup file 'GameInfo.txt' doesn't exist in subdirectory 'hl2'.
Check your -game parameter or VCONFIG setting.
This is on a mac...
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CosmicD
125 Posts
Posted Oct 12, 2011
Replied 30 minutes later
where is your "thecore" dir ? it needs to be in your steam dir like this c:\program files (x86)\steam\steamapps\sourcemods and you need to restart steam; If you installed steam elsewhere like c:\steam it would be c:\steam\steamapps\sourcemod and "thecore" dir needs to be there.

This might be a silly question but you do own "portal 2" do you ?

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Djinndrache
1,442 Posts
Posted Oct 12, 2011
Replied 5 hours later
I'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:

nIofNuLtV4o
(Link: http://www.youtube.com/watch?v=nIofNuLtV4o)

Also note the video description for more feedback and my signature for additional project information.

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benvent
154 Posts
Posted Oct 12, 2011
Replied 6 hours later
Excellent job. The only problem I had was in the last elevator. I triggered the elevator to go without the companion ball inside and got trapped and had to load a save.
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Szieve
158 Posts
Posted Oct 12, 2011
Replied 1 hour later

CosmicD wrote:
where is your "thecore" dir ? it needs to be in your steam dir like this c:\program files (x86)\steam\steamapps\sourcemods and you need to restart steam; If you installed steam elsewhere like c:\steam it would be c:\steam\steamapps\sourcemod and "thecore" dir needs to be there.

This might be a silly question but you do own "portal 2" do you ?

ummm Seriously? Ok if you don't know mac os, just say so.. there is no x86 dir on a mac.. is in steamapps\sourcemods It is Quite odd though, and the Hl2 dir is actually a Portal(1) directory and not a Portal2.. Hmmmm.. Will try the mod on My PC tomorrow when I get to my Shop.. May be a wierd mac thing.. have had some other custom maps that simply did not play on a mac.. like the wedding map.. no go on a mac..

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OnePortalizedGal
156 Posts
Posted Oct 12, 2011
Replied 1 hour later
I liked the mod very much - very interesting puzzles and thought provoking. Each map was unique and different. Also liked the Glados humor. Very tricky on the light bridge map with the gel. Took me a few minutes to figure that out. Everything worked fine - but I had an issue with the laser grid around the sphere. When I took the sphere out, the grids did not go away and I was able to walk right thru them without being killed. Other than that - I really enjoyed it. Loved ending up back in the bedroom - great work. Keep them coming.
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KennKong
942 Posts
Posted Oct 12, 2011
Replied 16 minutes later
I loved this mod. Excellent attention to detail in the scenery. The puzzles were interesting, and only occasionally difficult to execute. I was able to do the final race using a controller, so how bad can it be?

I'm so glad you distributed this as a mod, because I didn't feel like doing all the work to convert a no-longer-working addon .vpk to a mod. Especially since I haven't done even one yet, and only think I know what I'm doing.

Awesome job, a must play for everyone!

EDIT 10/13/2011: I invited my brother over to play this mod. In the second(?) room, the first faith plate whacked him into the ceiling a lot. I think if you raised the cube dropper, you could avoid this.

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CosmicD
125 Posts
Posted Oct 13, 2011
Replied 3 hours later

Szieve wrote:
CosmicD wrote:

where is your "thecore" dir ? it needs to be in your steam dir like this c:\program files (x86)\steam\steamapps\sourcemods and you need to restart steam; If you installed steam elsewhere like c:\steam it would be c:\steam\steamapps\sourcemod and "thecore" dir needs to be there.

This might be a silly question but you do own "portal 2" do you ?

ummm Seriously? Ok if you don't know mac os, just say so.. there is no x86 dir on a mac.. is in steamapps\sourcemods It is Quite odd though, and the Hl2 dir is actually a Portal(1) directory and not a Portal2.. Hmmmm.. Will try the mod on My PC tomorrow when I get to my Shop.. May be a wierd mac thing.. have had some other custom maps that simply did not play on a mac.. like the wedding map.. no go on a mac..

LOL how silly of me. But yeah sometimes you have to ask the most silly question, not to try to insult anyone's intelligence Anyway yeah I'd like to know if it works for mac users but if it doesn't I think it's a source thing and I can't do much about it unless there's gonna be specific source documantation on how it should work on a mac.

And thanks all for the positive comments.

  • The shrine lasers are all called with a logic relay but that ball socket is very sensitive and you could sometimes when you take it out trigger it multiple times in quick succession. Everything triggers with a slight delay so it might be that the env_lasers get confused by so many active/inactive commands, but the trigger_hurts should always responds because I don't delay these.

  • In the nightmare elevator I have put in so much systems to get the user to not glitch himself out of it but appearently you can still somehow ninja the ball out of there ? I should maybe set up a trigger filter that will react on the elevator moving up and not the sphere so at least the "wakeup" mechanic will play even if you would ninja the ball out of there somehow.

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CosmicD
125 Posts
Posted Oct 13, 2011
Replied 3 hours later
I'm already gathering stuff i notice myself and feedback to form a reasonable amount of fixes I can do to make a patch. Don't expect it this month though. I want to do one good public patch that makes it final. (well unless there's unforseen circumstances)
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DMart
1 Posts
Posted Oct 13, 2011
Replied 8 hours later
Dude, excelent work. Great and challenging maps. However, I didnt liked the first one
Overall: 5/5
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pedmacedo
8 Posts
Posted Oct 13, 2011
Replied 5 hours later
For the last level, I figured out a way(probably unintended?) to solve the level. You don't have to race wih the sphere using momentum, all you have to do is, once you and the sphere are on the upper part of the level, get the sphere and put it in the tube(this is where the sphere come from), then the sphere will take some time to go back to the button, making it possible to press the other button. NOW YOU ARE THINKING WITH TUBES
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CosmicD
125 Posts
Posted Oct 14, 2011
Replied 5 hours later
LOL, I will make a receptor iris that will only open when it's triggered way inside the tube then I thought some playtesters came up with clever ideas to "bring the sphere with them" so I'm not going to shorten the timers.
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Tonytony
5 Posts
Posted Oct 14, 2011
Replied 3 hours later
k figured out what the problem was on the first test. for some reason the portalable surface inside that room (right in front of the pedestal to get the gun) was not painted for me. i believe another poster earlier claiming the test was impossible to clear would also have the same problem.

trying to reproduce the issue

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CosmicD
125 Posts
Posted Oct 14, 2011
Replied 24 minutes later
ohhh yeah. I think I know what you mean. I was carried away too much with the knowledge that "bright textures in portal are always portal-able. But You're correct. I should make it the same texture as the other portal surfaces. I included that in the todo list for the patch.
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CosmicD
125 Posts
Posted Oct 14, 2011
Replied 4 hours later
About the katapult bumping you to the ceiling in map 2, that is the catwalk blocking your movement. I was going to move it a bit back but I forgot it added to todo
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Tonytony
5 Posts
Posted Oct 14, 2011
Replied 1 hour later
k here's some feedback.

the whole thing is cluttered with unnecessary elements. there's a lot of interesting mechanics but a lot of the time you have no idea what is actually happening without wasting a lot of time banging your head into a wall, or getting mislead by extraneous geometry in the level. the whole last part with the deathwater is really unnecessary. falling to your death and having to reload really sucks when the path to solution is not completely clear and you're forced to experiment. even worse than the "why didn't i try that?" moment is the "that's the solution? i would have never tried that" that happens when you accidentally solve something by running around shooting, jumping, and carrying a ball around <cough ceiling glass>.

in any case, a decent enough accomplishment. good work

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quatrus
1,047 Posts
Posted Oct 14, 2011
Replied 3 hours later
Absolutely wonderful mod for P2. Challenging puzzles but not difficult to execute once figured out. I would have liked to be able to save and restart vs starting each chamber over - but they weren't that long so it was not frustrating to repeat. You made great use of all the P2 effects. Very well done. Thanks for creating this masterpiece of fun.