Portal 2

Portal 2

THE CORE: RELOADED
35 Comments
yurt Nov 16, 2017 @ 5:14pm 
lol why am i still playing p2
Magnar zeikol Feb 10, 2015 @ 2:34pm 
there should be a "subscribe to all" button
CosmicD  [author] Apr 16, 2014 @ 3:25pm 
Believe it or not but this week I started finishing the map. I basicly ripped it apart and made it a bit smaller, that meant I needed to build casing for some of the the pneumatic vent, upgraded somewhat to the new style, added some optimizations to the level,

It's the last stretch, because the ending is custom I need to make sure I can hook it up to the workshop properly, but it should be finally here this week!
Astromanaught Feb 12, 2014 @ 5:35pm 
so is there ever going to be a chapt 8?
Mega Munchy Feb 9, 2014 @ 11:22am 
Awesome collection! :p2aperture:
little_tornado Oct 13, 2013 @ 5:43am 
that makes sense
CosmicD  [author] Oct 13, 2013 @ 5:23am 
hehe, it's in flux. It needed a huge optimization pass, the playing room was way too big and I've completely destroyed the needlessly large decorations from the sourcemod version, trying to build a smalleer casing around it all. but i AM working on it!
little_tornado Oct 13, 2013 @ 5:09am 
i really want to play map eight
CosmicD  [author] Aug 29, 2013 @ 7:54am 
it's still in flux :). You could play the old one if you really would like but the problem is that I need to optimize the space and would like to totally redesign it (architectuarlly :)
Gemarakup Aug 29, 2013 @ 6:36am 
What happened to the race map?
CosmicD  [author] Jun 16, 2013 @ 10:59am 
Part 8 is a lie..... Just kidding, It's just held up because I don't know what we're doing yet as a team, work on a new campaign or stuff. I'm involved in some other stuff too. I definitely want to revamp that map to have it on the workshop soon(ish)™
That Fat Kid Across the Street Jun 16, 2013 @ 10:47am 
When is part 8? This is the most unique style ive seen yet!:p2aperture:
Nobody No-One May 25, 2013 @ 4:47am 
hmm. still no part 8?
Cight Mar 5, 2013 @ 11:20am 
oh ok then i have heard that thanks for both pieces of enlightening info
CosmicD  [author] Mar 5, 2013 @ 11:07am 
it doesn't say much, just when you pick it up, or when you put it in a diversity vent
Cight Mar 5, 2013 @ 8:34am 
no i didn't mean the map i meant i haven't heard the core actually voice anything
CosmicD  [author] Mar 4, 2013 @ 10:17am 
working on finishing up the latest version of dead before dawn, after that we're returning to the last map of THE CORE
Cight Mar 4, 2013 @ 10:03am 
i haven't heard anything from the core as of yet
CosmicD  [author] Jan 27, 2013 @ 1:04am 
you mean the media files, yeah I was going to do that, I just converted the credits one to a material to show in the modified version of the final map that I'm working on rightnow. The rest is just tricky. Tigerboy had made such a great end elevator movie which doesn't even work if I pack it up in another dir, because then I have to include the old video splitter and also modify that one which is just messy. But at least everyone who worked on this campaign will see their due credit :P
Kit Bane Jan 26, 2013 @ 10:05pm 
Why not just upload the intros to youtube and have us watch them there?
Nobody No-One Jan 24, 2013 @ 1:47pm 
I like it!
CosmicD  [author] Jan 17, 2013 @ 1:06am 
I have a video explaining that. (we use melodyne for that)
http://www.youtube.com/watch?v=1oQn66gvwKA&lc
Cinderscale Jan 16, 2013 @ 4:11pm 
I noticed the shapes all being white as well, but I assumed it was a feature, not a bug.

Loving the work so far. The overall mood reminds me of Portal: Prelude, only not as sadistically fiendish. The voice acting is great.

Curious, what audio filter/effect do you use to make your GLaDOS sound like GLaDOS? I know a lot of it is the actor's part, but there's a definite 'digitized' quality that I've been unable to replicate with any of my tools ( I honestly don't even know what filter/effect to look for ).
Oleev | Paul Jan 16, 2013 @ 1:04pm 
on the first room, the intro is bugged with plain white sections of the room instead of true graphics - also, no portalable surfaces on the portal gun receiving room, is it supposed to be this way?
DaveDowson64 [SX3] Jan 13, 2013 @ 12:40pm 
OK, thanks for the "tip". I must think on another logic level to you - I am 100% sure I need to use jjump 4 to get out - which means the laser needs to point there - I cannot see any portal "falling" faster and faster type jump that will get me to the 4th jump without having the 3rd active as well :(

I cannot see how to make the 4th jump active at the same time as the 3rd.

Guess I try level 3 and if that's the same I'll be off for another author's levels :(
CosmicD  [author] Jan 13, 2013 @ 12:22pm 
you don't need to focus on more redirection cubes in that map, everything you need to do to reach the exit, you can also do with portals and one redirection cube :)
DaveDowson64 [SX3] Jan 13, 2013 @ 12:03pm 
OK, so I got out of room-01. However, now I am stuck on The Core Reloaded-2. I have the prism cube - and I used it to get a regular cube all the way to the exit "zone" (by pressing the cube release, grabbing the prism and swinging it to the 2nd "laser receiver" when the cube was in the air. I've got that regular cube now up in th room with the switch that deploys the ramp in front of the exit door. I get back to the start point with a couple of portals. But I cannot see how I can activate bnoth the 3rd and 4th jumps whilst I am in the air - I can either point the laser to 3rd or 4th - but not both. I tried to get another prism cube - but of course you're only allowed one at a time - HELP!!! Clearly these are too hard for me :(
CosmicD  [author] Jan 12, 2013 @ 8:05am 
I might, I don't know yet. The source mod was a solution because there was no other way to bring custom maps with custom content to the masses in an easy way. The workshop is 10x more intutive for many users to get new content from. If I had that when I made the first version I wouldn't have made a sourcemod out of it to begin with.

The only drawback in workshop maps is that I can't include my media in pakrat. So the elevator movie from the intro and ounttro are not included :(

IF I can find an easy way to update everyone who has the sourcemod installed I can do so. All you really need are the bsp files. But for them to work in the workshop I needed to alter all sound enities and point them to wave files directly and include those.

If I make a mod version it will be after the workshop version is completely polished. I'll have to make a new installer as well.
DannyVFilms Jan 12, 2013 @ 7:59am 
You gonna make a new source mod? Or stay with the workshop?
CosmicD  [author] Jan 12, 2013 @ 7:59am 
a bit more detailed level design and some minor technical changes, but nothing much. But the next map will be completely new :) Then I have to rework the finale map a bit.
DannyVFilms Jan 12, 2013 @ 7:55am 
How is this different from your Source Mod?
CosmicD  [author] Jan 11, 2013 @ 3:50am 
Nope I don't
|X-sT| S.W.A.T. Jan 11, 2013 @ 2:23am 
Do you have any CO-OP maps'?
CosmicD  [author] Jan 7, 2013 @ 2:05pm 
find a way to reach the middle of the room, you can do that after you place that cube :)
DaveDowson64 [SX3] Jan 7, 2013 @ 1:54pm 
OK, so I neeed some help! On Intro-1, I get the cube, put it on the receptacle in the main room and the screen flashes and the room below changes to a white walled room with a chair, window (with curtains) and a portrait of Cave Johnson. What on earth am I supposed to do next ?!?!