[SP] THE CORE: Portal 2 custom mini campaign
You are a test subject in the Aperture Science lab who winds up in another "puzzling" situation. You are also in a race against an ever wicked "test dungeon master" trying to make life hard and success a relative term.
What's up with GLaDOS anyway ? Has she gone mad ? She had the cooperative testing initiative yet choses to let you break your heart and head over an inanimate companion testing element time and again.
This is what you'll be getting:
- Solve 7 new maps full of puzzle elements
- Fully voiced GLaDOS by MissyChrissy (anglsummer4 on youtube)
- Companion elements (cube & sphere)
- Custom in-game media (video's and icons by TigerboyPT)
Build 2.0: THE CORE RELOADED now live on the workshop!
Due to the newer PTI integration, the "mod" version up to 1.1c will no longer work correctly, Therefor I recommend to not download the mod on this forum any longer but go to the following link:
http://steamcommunity.com/workshop/file ... =117081702
There, you can subscribe to all maps and they'll be automaticly downloaded to your game.
This update to the campaign fixes numerous issues, updates visual layout and inclujdes workshop compatibility where you can vote on the individual maps.
Hotfixed build 1.1c: May 2012
Because Valve updated Portal 2 with a new dlc, they changed some internal resource file requirements which broke the main menu of my mod. I fixed this for build 1.1c. No other fixes were made.
Patch 1.1b: minor fix:
Fixed GLaDOS announcement triggering multiple times in bonus map.
Patch 1.1 updates and fixes:
General:
- custom signs are now self illuminated
- All maps now have correct reflections (cubemaps)
- improvements in some map detail design trough-out the levels
- updated essential mod file to support directx 8
- fixed exit doors not closing behind the player in some maps (except for the nightmare elevator)
- Installer package now fetches for sourcemod dir in the windows registry
- Chapters now also show their titles in-game
Map 1: (chapter 1: Angular Reality)
- replaced bts arms in sky-box with decoration lights to optimize performance on low memory bandwidth video cards
- More "ratman den" decoration to make it look less dull
Map 2: (Chapter 2: A New Companion)
- moved back the catwalk which is sometimes blocking start catapult movement direction
- fixed further texture misalignments
- BTS decoration arm lights were pointing the wrong way
Map 3: (Chapter 3: The Shrine)
- prevented placement of portals outside the shrine until THE CORE is removed from the altar
- redesigned the top of the shrine room
- fixed misaligned ceiling texture near gel and excursion funnel area
- jump panels of the second room now activate when the player enters
- fixed some Z-fighting props in the jump room BTS area
- fixed unfinished look of blobulator spawn area above the gel dropper
- made the pneumatic diversity exit vent more responsive to THE CORE
- puzzle indicators for tractor beam will now match it's direction color
- New puzzle in the shrine
Map 4: (Chapter 4: Deadly Intermezzo)
- extruded glass near "bowling turret" to reduce the chance of blockages when it's tippled over
- reworked some brushwork in maze area
- removed ability to place portals in maze area to avoid players skipping the maze entirely
Map 5: (Chapter 5: Euthanazation Vault)
- decorated the jump hall with extra brushwork and models
- fixed env_projectedtexture
- core goodbye line should be a triggered once only
- texturized laser power control room interior in case that players portal in there
- prevented players from going trough the tractor beam generator prop
- sanitized the puzzle around the tractor beam alcove with an escape platform and emancipation grill
Map 6:: (Chapter 6: CatapultClysm)
- added bonus map-
Map 7: (Chapter 7: Round Tangent)
- added extra models and brushwork to prevent players spotting the ceiling of the right side entry bts area when crouched.
- prevented "cutting the race" glitch by replacing core receptacle tube piece with an iris
- overhauled design of the small test room for a less dull look and removed shallow water areas
- fixed small room exploit where players could jump & hop the core inside the glass window without having to fling it
- fixed ability to place a portal on the second fling platform for the CORE race puzzle
- changed main test room acid texture to the correct deadly slime look
- corrected misaligned light spots on the exit hatch area
- removed map prototype GLaDOS power off event in exit area
- placed exit hatch override in case the player manages to "forget" THE CORE and left it being on the race exit socket
- gave breakable glass a visually broken style so it seems more obvious that you can break it.
- fixed succeeded wallprojector puzzle indicators showing unsolved state for the sphere when it is put into the socket for a second time-
INSTALLATION NOTES:
- Unpack this archives WITH DIRECTORIES INTACT in the following folder
"C:\Program Files (x86)\Steam\steamapps\sourcemods"
So to be clear, the thecore directory goes inside this directory.
Your sourcemods directory should now look like this
"C:\Program Files (x86)\Steam\steamapps\sourcemods\thecore\" with subdirs like bin, materials, models etc...
If you have a previous installation, just overwrite everything with the new files.
- Restart steam for the mod to become visible in your games list.
Uninstall notes:
To elimitate every trace of my campaign from your portal2 dir, delete:
"C:\Program Files (x86)\Steam\steamapps\sourcemods\thecore\" and restart steam.
File Name: thecore11c.rar
File Size: 90.33 MiB
Click here to download [SP] THE CORE: Portal 2 custom mini campaign
My internet is really really really slow at the moment, but I'm downloading at the moment and after downloading the zip I will go play it and give feedback!
~Lp
I downloaded the mod, played it and you're a genius!!!!
BRILLIANT maps! But unfortunately I think the last level has a small error I think you're supposed to get orange gel on the whole walkway, but I only had it on the very end. Not all the glass broke so I had to cheat a bit there, but other than that: great work!!! BRILLIANT
7/5!!!
~Lp
The custom GLaDOS lines were great, some very witty lines that could actually have been used for the official campaign, and with a great sound-alike.
As for the puzzles, they were perfect difficulty - always had me thinking, but never had me frustrated and didn't really get stuck at all. Took me around an hour to complete the whole thing. Very enjoyable.
A quick note on a few of the maps specifically. I wasn't a huge fan of the last map. Was easy enough to figure it out, but seemed really tough to actually do. If I was doing it right, was I supposed to put the sphere in the vent, then 'race it' to the button that I had to press by portaling myself using momentum? If so, that's pretty hard, especially since it's hard to hit every surface first attempt due to being disorientated. And maybe I was doing it wrong but the first time I did it, I hit the last (slanted) surface but just hit the wall and fell to my death, was like I didn't have enough momentum.
As for the very first map. It was really laggy for me. I had to turn all my video setting to Low for it to even be playable, and even then, wasn't great. All the rest played fine though. Maps 2-5 were all awesome. Just loved them. I did like 1 as well, but just not as much.
Anyways, thanks again for taking the time to make this. And please, start working on another one!
5/5, of course.
About the final map race. If you have a hang on it it's really cool to do and not so hard you know. I've even got a playtester who ninja's the whole thing. It was so cool that I didn't decide to shorten the timers 
EDIT: still the same
this was my screenshot: http://steamcommunity.com/profiles/7656 ... 6761648063