Abstract, procedurally generated geometric cloud for Mirror's Edge.
If you like Stratocubulus, show your support by giving them a vote in the 2016 Mod of the Year awards
First full release version. There exists (at least one) way to the finish near the top, but it is full of danger and unknowns, since you are at the whims of RNG.
Hey i cant go on the top, it's too hard as a map :( please make a video or a guide... it's amazing but there's no way to go on the top xD
Thanks for the reply. The map is intentionally very difficult, and if nobody figures it out then I will definitely post a video. Just to get an idea of where you're at, are you past the 'razor blade' yet? If you are, then you'll know exactly what I'm talking about.
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I have been working on this for about a month and I finally beat it today. wonderful map. please make more!
does it replace prologue?
It replaces Playground One in time trials.
To be more precise, this map, like other custom maps, is installed in a different directory from the original Playground One. It replaces the original temporarily - delete the custom map, and Playground One comes back to normal. If it's a short custom map, you may get a quicker time than on original Playground One, but there is little fear of that with Stratocubulus because it's about a kilometre long, a hundred metres or so high, and takes a while to complete.
Hmm... An interesting concept, have yet to download but looks like extremely interesting... also nice lighting.
Edit: By procedurally generated, do you mean that part of the level is randomized, if so that is an amazing feat of programming
Wow, just tested it out, an amazing play, although I've got a couple of complaints. While I love the art style/level design you've chosen to create the level and it looks amazing while viewed from the outside, while inside the construct it is highly confusing/repetitive(Its so disorientating I'm still not sure whether it is the same map or whether it is randomly generated), If it is randomly generated you must realize the game play quirks that come with that such as an potentially un-winnable map (although the implementation of a randomly generated map is definitely something to be comended). Finally (sorry if I've been mainly negative)is it possible to implement more that one checkpoint, because at the moment it is less of a parkour level and more of a survivability marathon, especially in the more hit-and-miss platforming later during the final climb. Apart from those things, I've got to say this is one of the best custom maps I've played, just because of its randomly generated (even if it isn't you've created enough paths to make it feel like a different level each time)nature makes it an enjoyable challenge to attempt, even if I have yet to reach the summit.
Congratulations on an amazing piece of work
tl;dr: Really hard, but really high quality
Thank you! I appreciate your constructive feedback. The map is the result of algorithmic placement of blocks, but it is the same each time you play it. So you can definitely learn various paths through it, it's not going to change.
Creating a new map per playthrough is a more formidable challenge - partly because of the lighting, and partly as you say, the algorithm would have to avoid unsolvable maps. In this case, I checked for the existence of a solution simply by playing it myself.
It's so hard T-T. The first checkpoint was LONG and slightly boring, but I didn't really have a problem with it. But right after the second checkpoint, I'm completely clueless, I have no idea where to go ):. I think you should make a video walkthrough/guide to the map. Also, as my older brother puts it, the music is like shoes in a washing machine, it sounds like it's awkwardly played over itself. But the map is very fun and very challenging despite me not being able to get past the second checkpoint.
Finally got past the second checkpoint, and it seems the music fixed itself. Anyways, great map
Not to sound like a complete moron, but I tried to install it and it didn't work. Could someone explain to me if I Did it right and I am just out of luck or I did it wrong and how to do it? I put the Published folder into the path C:\Program Files (x86)\Steam\SteamApps\common\mirrors edge\TdGame. I launched the game and played playground one on the race time trial. It was the same regular map. I don't know what I might have done wrong. Any help or suggestions would be very useful and helpful.
On the retail version of the game, the correct directory is ...\My Documents\EA Games\Mirror's Edge\TdGame. If you don't have such a folder with the steam version, you might be able to find an equivalent somewhere. One distinguishing feature of this folder is that inside is a Savefiles folder with a file EASTEDERD.dat (or another name) that has your saves.
If that doesn't work, then you can also try replacing TT_TutorialA01_p.me1 inside the x86 game folder directly, and putting stratocubulus.upk alongside either it, or all the other .upk files. Make sure to keep backups of any replaced files if you go this way, of course.
I figured it out, the files weren't going in correctly. I had to break down the files and slowly insert them into their correct paths individually. I don't understand how it happened or how it worked but merging doesn't seem to work for Mirrors Edge on my computer.
Thanks for the help and great work on the map!
That's excellent. Could you please post a summary of where you put the files, to help other steam users having the same difficulties?
Excellent! I couldn't get to the last checkpoint, i tried many ways but i always seemed to get to a dead end. I was 130 minutes in so i needed a break :)
I enjoyed it so much and the design was just stunning. The focus on trying to find the right way and not having the feeling that you're racing against the clock made this the best Mirrors Edge experience I've ever had. For me it never got repetitive as I've never seen the same combination of obstacles more than once, and the stellar and sleek environment caught my attention from time to time. The algorithmic placement of the blocks as a whole is very interesting from an architectural standpoint and the way the blocks turn into an angle is something I've not seen in the world of Mirrors Edge before.
Of course there are some setbacks. There are a lot of very obvious texture clipping issues, especially when looking at the big structures from a distance. I guess those things would be kinda hard to fix at this point, but maybe it can be resolved in the future by adjusting your algorithm in some way. Along the way to the top i had to do various weird/buggy maneuvers, some in relation with the diagonal angle blocks were in. This is obviously because the engine was not made with things like this in mind, but i hope you can find a way to get around this :)
This all of course if you plan to work on this project further.
I really hope you're gonna make more maps like this one. I might make a video of it for on my channel someday if you don't mind.
If only there was a co-op mode :[
Way to go!
Thanks! Feel free to post videos by the way, there isn't even a need to ask for my permission.
Love this! I had never thought to look for Mirror's Edge mods until today and i'm very glad i stumbled across this. I too have the game through steam and you install by copy pasting the folder "cookedPC" in:
Program Files < Steam < Steamapps < Common < Mirror's Edge < TdGame
And merge the folders, everything will go in it's proper place.
Having a great time with this and once I beat it I plan to make a video for my channel. I'm determined!
I create a custom time trial for this map, check my video for download link.
hey there are only 2 tutorial videos on youtube on how to install mods. I have steam for mirrors edge, and dont know where to extract the zip file, and what i should individually take out of the file. Can anyone help me?
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