Dos and Don'ts in designing a Portal/Portal 2 map

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kwp21 pitts
260 Posts
Posted Jun 08, 2011

I posted to, hopfully, round up a list of Dos and Don't in designing a Portal and or a Portal 2 map. Hopfully this could eventually be useful for reference for begginer mappers out there. Anyone that knows anything that could be helpful may post.

Thank You.

Compiled List So Far


Dos

Do map must use portals

Do optimize with areaportals and hint brushes and use func_viscluster in large open areas

Do make the player feel smarter after a challenge

Do take your time on the level

Do Plan out your level from start to finish

Do Think about what is fun and not fun for the player.

Do Make sure you have a solid idea of what you want to do before you begin mapping.

Do Get other people to play your map

Do Align textures

Do make the level, make sence!

Do make the player think! Challenge them!

Do use placement helpers on shots where the portal needs to be lined up a certain way and the player can't shoot at the right angle.

Do Seal leaks by adjusting surrounding brushes, not by making another brush that juts out and conflicts with surrounding brushes.

Do Use proper entraces and exits, normally elevators or dissassembly chambers of some sort

Do work to the BEST of your ability, never just try.

Do BE ORIGINAL!!

Do LISTEN to the players feedback, even if it isn't positive.

Do include sounds that would make sense for the environment.

Do ALWAYS check for problems

Do ALWAYS optimise

Do give the player clues or indications, but don't make it too easy.



Don'ts

Don't get discouraged

Don't think that visuals aren't important in a puzzle game. You're wrong and your map will look like dog shit.

Don't rely solely on env_projectedtexture for lighting. They don't light the viewmodel.

Don't confuse the player

Don't ever think you are finished detailing your map. You aren't.

Don't use world portals as part of a puzzle. They're annoying. Like, incredibly annoying. Like, I hate maps that think they are neat and innovative.

Don't release your map without having tested it with multiple people. We have a Work In Progress section for a reason.

Don't Make a box and call it fun. Be INVENTIVE!

Don't Expect the white paint to be break proof, USE WISELY!

Don't make a playground map.

Don't make the map impossible! 

Don't write anything on the walls with brushes.

Don't Use the carve tool

Don't Use Portal 1 textures (metalwall, checkerboard), especially in conjunction with Portal 2 Textures. It's ugly

Don't Give up

Don't Try to make letters appear while in elevator. It doesn't work

Don't turret spam a level

Don't prop spam either.

Don't put one player in a cage on a coop map, or otherwise lock the players in to roles and not allow them to reverse.

Don't End your map with a cake, a game_text saying "TEH END" and no disconnect

Don't MISALIGN TEXTURES

Don't make a five minute job, take the time and effort to build the level.

Don't expect a perfect puzzle the first time you map, there is ALWAYS somthing to fix.

*Don't ask questions already answered in either the forums or the VDC <<

Don't just take idea out of the game UNLESS you can make somthing completly different from it. (We don't need to see unoriginal repeats)

Don't: make insanely big maps.

Don't: make insanely small maps.

Don't: name your map "MYMAP, MYFIRSTMAP, <NAME>'sMAP or anything else dumb", Give the map a good well thought out name.

Don't: take work that isn't yours.

Don't: make redundant puzzles, Make each one different

Don't: discourage the player by overwhelming them. You know the solution, They don't.

Don't: make the player do the impossible, make sure your maps work first!


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Avatar
Another Bad Pun
516 Posts
Posted Jun 08, 2011
Replied 6 minutes later
Do not: Use prop_detail, make your level entirely out of func_detail, do not make it full bright, do not not forget to not touch the glass.

Do: USE PORTALS IN YOUR PUZZLE PLEASE ITS NOT CALLED PORTAL 2 FOR NOTHING

Avatar
Omnicoder
299 Posts
Posted Jun 08, 2011
Replied 4 minutes later
Don't rely solely on env_projectedtexture for lighting. They don't light the viewmodel.
Do optimize with areaportals and hint brushes and use func_viscluster in large open areas.
Avatar
kwp21 pitts
260 Posts
Posted Jun 08, 2011
Replied 26 minutes later
Do: make the player feel smarter after a challenge.
DOn't: confuse the player.
Avatar
rellikpd
1,053 Posts
Posted Jun 08, 2011
Replied 1 minutes later
Do: Be awesome
Don't: Suck

EDIT: Troll Powers Deactivated
Actually just a general tip. Go through the games again (P1, and P2, or anything "Valve") And do the audio commentary. Maybe i'm just a big fanbuffnerd but there is some good info in there (sometimes) too!

Do: Take your time, Don't get discouraged. Play the games over and over again, taking the time to see how THEY did it. Play Test. Get More Play Testers. Use The WIP section here if you have no friends!
Don't: Finish the game once, and think - "Ok i've played through this once, I now know EVERYTHING i need to be a bad ass mapper!"

Avatar
msleeper
4,095 Posts
Admin
Posted Jun 08, 2011
Replied 4 minutes later
Don't think that visuals aren't important in a puzzle game. You're wrong and your map will look like dog shit.

Don't ever think you are finished detailing your map. You aren't.

Don't use world portals as part of a puzzle. They're annoying. Like, incredibly annoying. Like, I hate maps that think they are neat and innovative.

Don't release your map without having tested it with multiple people. We have a Work In Progress section for a reason.

Avatar
kwp21 pitts
260 Posts
Posted Jun 08, 2011
Replied 7 minutes later
Do: Plan out your level from start to finish
Do: Think about what is fun and not fun for the player.

Don't: Make a box and call it fun. Be INVENTIVE!
Don't: Expect the white paint to be break proof, USE WISELY!

Avatar
msleeper
4,095 Posts
Admin
Posted Jun 08, 2011
Replied 1 minute later
Don't make a playground map.

Don't make a playground map.

Don't make a playground map.

Avatar
kwp21 pitts
260 Posts
Posted Jun 08, 2011
Replied 4 minutes later

msleeper wrote:
Don't make a playground map.

Don't make a playground map.

Don't make a playground map.

What he said

Don't: make the map impossible!
Don't: write anything on the walls with brushes.

Avatar
taboo54
34 Posts
Posted Jun 08, 2011
Replied 8 minutes later
Don't: Use the carve tool

Do: Make sure you have a solid idea of what you want to do before you begin mapping.

Don't: Use the carve tool

Do: Get other people to play your map

Don't: Use the carve tool

Don't: Use Portal 1 textures (metalwall, checkerboard), especially in conjunction with Portal 2 Textures. It's ugly

Don't: Give up

Avatar
MasterLagger
1,695 Posts
Posted Jun 08, 2011
Replied 1 minutes later
Don't: Try to make letters appear while in elevator. It doesn't work. :p
Avatar
yohoat9
274 Posts
Posted Jun 08, 2011
Replied 14 minutes later
Don't:
Carve
Use prop_dynamic for doors
Use Portal 1 textures in Portal 2 maps

Do:
Use frames for your glass
Align textures
Be unique, nobody wants another stupid fling puzzle
Actually DESIGN the map, don't go in with no idea of what to make

msleeper wrote:
Don't use world portals as part of a puzzle. They're annoying. Like, incredibly annoying. Like, I hate maps that think they are neat and innovative.

DISAGREE

Avatar
kwp21 pitts
260 Posts
Posted Jun 08, 2011
Replied 15 minutes later
Don't: turret spam a level
Don't: prop spam either.
Do: make the level, make sence!
Do: make the player think! Challenge them!
Avatar
Hober
1,180 Posts
Posted Jun 08, 2011
Replied 9 minutes later
Don't: put one player in a cage on a coop map, or otherwise lock the players in to roles and not allow them to reverse.

Do: use placement helpers on shots where the portal needs to be lined up a certain way and the player can't shoot at the right angle.

Avatar
WinstonSmith
940 Posts
Posted Jun 08, 2011
Replied 1 hour later
Do:
--Seal leaks by adjusting surrounding brushes, not by making another brush that juts out and conflicts with surrounding brushes.
--Use proper entraces and exits, normally elevators or dissassembly chambers of some sort.

Don't:
--End your map with a cake, a game_text saying "TEH END" and no disconnect.
--MISALIGN TEXTURES.

Avatar
kwp21 pitts
260 Posts
Posted Jun 08, 2011
Replied 37 minutes later
Don't: make a five minute job, take the time and effort to build the level.
Don't: expect a perfect puzzle the first time you map, there is ALWAYS somthing to fix.
Don't: ask questions already answered in either the forums or the VDC.
Do: work to the BEST of your ability, never just try.
Don't: just take idea out of the game UNLESS you can make somthing completly different from it. (We don't need to see unoriginal repeats)
Do: BE ORIGINAL!!
Avatar
msleeper
4,095 Posts
Admin
Posted Jun 08, 2011
Replied 12 minutes later
Don't include references to "cake".

Don't include references to and/or an actual companion cube.

Avatar
Omnicoder
299 Posts
Posted Jun 08, 2011
Replied 7 minutes later

msleeper wrote:
Don't include references to and/or an actual companion cube.

Disagree if used under reasonable circumstances.

Avatar
kwp21 pitts
260 Posts
Posted Jun 08, 2011
Replied 9 minutes later
Don't: make insanely big maps.
Don't: make insanely small maps.
Do: LISTEN to the players feedback, even if it isn't positive.
Do: include sounds that would make sense for the environment.
Don't: name your map "MYMAP, MYFIRSTMAP, <NAME>'sMAP or anything else dumb", Give the map a good well thought out name.
Don't: take work that isn't yours.
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Avatar
rellikpd
1,053 Posts
Posted Jun 08, 2011
Replied 41 minutes later

kwp21 pitts wrote:
...
Don't: ask questions already ansered in either the forums or the VDC.
....