[SP] sp_simulacra
Quote from wrashidd on September 7, 2011, 11:20 pmWelcome 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)Steamsteamappscommonportal 2portal2maps
3)Copy all texture files from "materials" folder and paste it here:
C:Program Files (x86)Steamsteamappscommonportal 2portal2materials4) 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
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)Steamsteamappscommonportal 2portal2maps
3)Copy all texture files from "materials" folder and paste it here:
C:Program Files (x86)Steamsteamappscommonportal 2portal2materials
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
Quote from MutatedTurret on September 8, 2011, 3:36 amInteresting 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, [spoiler]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).[/spoiler]
[spoiler]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.[/spoiler]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 [spoiler]second layer behind the door[/spoiler] 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.
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,
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
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.
Quote from Saturn on September 8, 2011, 8:52 amYeah, 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 [spoiler]the faith plate + 2 companion cubes?[/spoiler] Not so sure what to do there.
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
Quote from andyb on September 8, 2011, 10:40 amSaturn [spoiler]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.[/spoiler]
Saturn
Quote from Djinndrache on September 8, 2011, 10:40 amI 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.
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.
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from CookieNinja8 on September 8, 2011, 10:45 amI 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
[spoiler]the faith plate & companion cubes.[/spoiler]Overall really good map!
Sorry about the big spoiler instead of regular spoiler, it wasn't working for me for some reason.
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
Overall really good map! ![]()
Sorry about the big spoiler instead of regular spoiler, it wasn't working for me for some reason.
Sphere. May the best sphere win. Swap that in. Much more clever. Books."
Check me out on deviantART! http://cookieninja8.deviantart.com/
Quote from AnaLoGMunKy on September 8, 2011, 1:57 pmBloody 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 [spoiler]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.[/spoiler]
Was I correct to use [spoiler]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?[/spoiler]
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
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
Was I correct to use
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 ![]()
Quote from Brainstatic on September 8, 2011, 3:00 pmPortalable walls need to be more clear. I had to use noclip quite a bit simply because I couldn't find any portalable surfaces.
Portalable walls need to be more clear. I had to use noclip quite a bit simply because I couldn't find any portalable surfaces.
Quote from AnaLoGMunKy on September 8, 2011, 3:10 pmBOB74j 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. [spoiler]Dont always use portals[/spoiler]
Where were you stuck and I will give you a hint if you like?
Try again and dont use noclip.
Where were you stuck and I will give you a hint if you like?
Quote from shamynay on September 8, 2011, 4:14 pmI'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!!
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!!
