stupid question but..
rellikpd wrote:
not just ONE tutorial. but if you follow alot of these tutorials and use prefabs. and just play the retail maps (ALOT) you will eventually start Thinking With Valve... also. since you haven't even played some of the advanced chambers i would say you need to play more portal
Excellent point. I lost count of how many times I've played the retail maps, well not really played, more like wandered around looking at how Valve did it.
I'm not really sure what you mean by "look like something valve made" but a lot of what makes a map look "polished" is knowing how to use lighting and cube maps. I plan on reading up more on both of these, as I still have a lot to learn.
anyway. the main thing is to get an idea of what you want your puzzles and map structure/pacing to follow. the look/design comes later. many people map in a different way, but i believe that those that make great maps (see the 3 listed above) are more concerned with the map being playable and THEN looking good; i'm to much of a perfectionist, which is why i haven't taken it upon myself to really start a mapping project yet, cuz i spend to much time making each room look perfect before i move on to the next, instead of making the game playble and THEN make it look good.
Try to figure out the hard rules, the soft rules, and everything in between.
**Examples: **
- Floor textures are for the floors only.
- Wall textures are for the walls AND ceilings.
- Rooms that are mostly metallic tend to have white lighting.
- Rooms that are mostly portable tend to have blue lighting.
- There is an emancipation grid in front of end elevators, but not start elevators.
- Modular walls usually have smaller squares by the floor and larger squares by the ceiling.
- Etc.
If you want to make your map look like a valve map, it is important that you know what a valve map looks like.
taco wrote:
If you want to make your map look like a valve map, it is important that you know what a valve map looks like.

Basicly I work on making all the unique parts first (the most important) including the puzzles (which should be unique) to make sure they play well then I pretty it up. We'll see how this works out soon with my current project 
rellikpd wrote:
since you haven't even played some of the advanced chambers
FAIL. i completed them yesterday

when i wrote that i havent played the advanced chamber 17 i had completed the advanced chamber 13 and 14 
pestchamber wrote:
FAIL. i completed them yesterday![]()
you completed them YESTERDAY zomg look out! but seriously. have you beaten all the challenges yet? have you played and beaten THESE yet? now its not like you have to be challenge/advanced challenge obsessed to release a good map. (mapster released his first one like right after portal hit the shelves) but the point we (taco, bizob and myself) are making is you really have to spend time in the valve world to get a good feel for how to make your maps look like theirs (without flat out ripping them off)
Doomsday192 wrote:
I live inside a portal, does that count?
For the sake of this discussion only, yes. ;p
Thread title wrote:
Stupid question, but...Doomsday192 wrote:
I live inside a portal, does that count?
I report, you decide.