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[SP] sp_simulacra

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Alright. I've gone as far as I could into the map determined not to ask for help, but I give up T.T

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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 :/

@shamynay E

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ach 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.

@ Tymo40

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Only so many turrets and only so many tiles with cake and cherry on top

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.

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 .

the hills are alive... with the sound of music
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,

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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).

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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

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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...

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except as you have marked the texture of "second layer behind the wall"... I will fix it with other bugs or mistakes ...

omne ignotum pro magnefico
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

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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

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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 :P

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).

omne ignotum pro magnefico

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

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.

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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.

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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.

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.

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