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

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kwp21 pitts
260 Posts
Posted Jun 08, 2011
Replied 27 minutes later
Do: ALWAYS check for problems
Do: ALWAYS optimise
Don't: make redundant puzzles, Make each one different
Don't: discourage the player by overwhelming them. You know the solution, They don't.
Do: give the player clues or indications, but don't make it too easy.
Don't: make the player do the impossible, make sure your maps work first!
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MasterLagger
1,695 Posts
Posted Jun 08, 2011
Replied 7 minutes later
Do: Make a companion cube that stabs you when your back is turned.

Do: Make a cake that explodes on contact.

I'm getting the feeling that this has turned from "Do's and Don'ts" to "Personal Opinions" due to some of the stuff I've read, but not all of it. kwp21 pitts post is really good along with some of the others. I'm not trying to upset anyone, but could we stay on topic?

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kwp21 pitts
260 Posts
Posted Jun 08, 2011
Replied 8 minutes later

MasterLagger wrote:
Do: Make a companion cube that stabs you when your back is turned.

Do: Make a cake that explodes on contact.

I disagree hevily

If nobody minds, I'm going to compile all of the serious dos and don'ts onto a txt file.

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reepblue
894 Posts
Posted Jun 09, 2011
Replied 1 hour later
Don't think you can get away with stealing other peoples ideas. If you really like the idea and which to build upon it, at least give credit.

Do Play test, and Play test, and PLAY TEST! Rather it be you 10000 times, you and your friends, or whatever! Make sure you play your map as much times as possible before you declare it done. Also, make sure all your play testers are not pro. (I learned that with Blue Portals)

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MasterLagger
1,695 Posts
Posted Jun 09, 2011
Replied 9 hours later

Quote:
I disagree hevily

If nobody minds, I'm going to compile all of the serious dos and don'ts onto a txt file.

I was being sarcastic when I typed that last post. But you guys probably knew that.

Question: Should we add Hammer errors to the "Do and Don't" list or stick that in another thread?

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ChickenMobile
2,460 Posts
Posted Jun 09, 2011
Replied 1 hour later
Do: If something seems more complicated that it should be, brainstorm on how you can make it easier/simpler
Do: Use nodraw's on faces you cannot see
Do: Plan the whole chamber before starting work on it so you don't give up half way
Do: Have a friend who likes to test. Test, test. I gotta test. Test. SPAAAAAAACE!
Do: Put signs or highlighting lighting/trigger events to indicate important objects.
Don't: Release your map and not fix any major bugs people find
Don't: Change Chamber theme's mid way through a test.
Don't: Make a map too dark, unless it is the purpose of the map, to be dark.
Don't: Make a coop-partner do most of the work. Have the work evenly spread.

Also:
Do: Give Valve a big hug for making Portal 2
Dont: Hug for more than 5 seconds because that is gay

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Idolon
417 Posts
Posted Jun 09, 2011
Replied 1 hour later
DO take breaks. A tired mapper is a bad mapper.
DO listen to music, or anything of the sort. A bored mapper is a bad mapper.
DON'T forget to feed yourself. A hungry mapper is a bad mapper.
DON'T end the level in death. This will only confuse players if the death is avoidable.
DON'T release screenshots if you aren't committed to the project. Studies show that people who announce their goals are less likely to achieve them.
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FrozenSoul
6 Posts
Posted Jun 14, 2011
Replied 5 days later

Quote:
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.

What exactly do you mean?

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msleeper
4,095 Posts
Member
Posted Jun 14, 2011
Replied 3 hours later
Every single map I have played that uses world portals as part of the actual gameplay has been terrible and annoying. Basically any map that magicrat has ever made, for starters.
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AmnDragon
17 Posts
Posted Jun 14, 2011
Replied 18 minutes later
Do: Make maps for players, not mappers. Sometimes they're one in the same, but most players are not mappers and do not have the same perspective that mappers do on the mechanics.

Do: Related to the above, get players / non-mappers to be the bulk of your playtesters. Obviously having other mappers look at what you do helps as you can get design feedback, but player feedback is the most important.

Do: Use GLaDOS and companion cubes where they fit. Including them too often or not enough are both equally problematic. Players love GLaDOS and cc's when appropriately used, timed, etc so give it to them.

Do: Iterate on your chambers. The first pass is virtually never good enough to ship with, but it might be good enough after some tests to determine whether or not it's worth iterating on. Proving the fundamentals are fun, then iterating when fundamentals are solid is a good step in the right direction to making a good map.

Don't: Don't make maps that include needless skill challenges. Most of the fun in Portal is the solving of the puzzle, not performing something tedious that requires finger smashing dexterity to do (read this as twitchy execution). This is especially true in Portal 2 since it's available on consoles.

Don't: Don't go overboard with metal textures. Having a lot of white portalable surfaces is a good thing when you can manage it. It helps not only visuals, but also allows for emergent gameplay and potential extra solutions that don't compromise the puzzle's integrity.

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FrozenSoul
6 Posts
Posted Jun 15, 2011
Replied 14 hours later
What is a world portal?
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WinstonSmith
940 Posts
Posted Jun 15, 2011
Replied 10 minutes later
Func_linked_portal_door. It's basically a regular portal that 1) is square, 2) is brush based, 3) has no edge effects, and 4) should be used in puzzles exceedingly carefully.
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FrozenSoul
6 Posts
Posted Jun 15, 2011
Replied 18 minutes later
I've looked over comments for a map on a different site. This map had the highest downloads by far. about 7 people said it was easy and fun. about 30 people said it was too hard and should be made easier.

The general trend seems to be: I want to play a fun and easy map?

Before reading all of this I wrote down my ideas and began trying to form a map. After looking back over it, it is probably way too complex for the 30 people, but the 7 would most likely find it good.

So, when designing a portal 2 map... Do we compromise our full ideas and make them really easy?

And who are we making maps for? I realize I can't play my own map because I know exactly how to beat it as I created it. I would really prefer to make maps for mappers, and not players. That way you could spend weeks trying to make a challenging map that other mappers would really enjoy. If you make a map for players it isn't really what you wanted.

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FrozenSoul
6 Posts
Posted Jun 15, 2011
Replied 5 minutes later
Sorry for the double post.
Also, I've checked the ratings on another site. I noticed there was a connection. The higher the map rating the lower the difficulty, if you increase the difficulty, the rating goes down.
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AmnDragon
17 Posts
Posted Jun 15, 2011
Replied 2 minutes later
See my post on the bottom of the previous page. You want to make maps for players, not mappers, and you want your testers to be players. You'll want a good chunk of each kind of player (not too good, average, pro, etc), but the average player is a good start to looking at the difficultly. Listening to your players during chamber development will help you establish the right difficulty for your audience.

If you are trying to make a really difficult map, you have to accept that not everyone will enjoy it since it's not too approachable. "Medium" difficulty maps on community sites like TWP / MAL are actually a bit on the enjoyably hard side for average Portal players.

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Hober
1,180 Posts
Posted Jun 15, 2011
Replied 3 minutes later

FrozenSoul wrote:
Sorry for the double post.

Don't apologize. Use the edit button.

Raph Koster would like to remind you that people find fun through mastery. Learning mechanics and then applying them successfully. In terms of Portal, this takes the form of making the player feel smart, which is an incredibly precarious and ephemeral thing. But it can be done, and done well.

Portal makes sure to teach you how to use various techniques before requiring you to use them in complex arrangements or in rapid succession. Almost universally, maps are "too hard" when the mapper expects the player to beat their head against the puzzle for ten minutes to figure it out, instead of spending ten minutes going through a series of five two-minute puzzles that build up to the final one which actually makes the player feel like they are learning and getting better.

The reason a map like the one you mention is hard for some and easy for others is because the ones for whom it's easy know the relevant mechanic already. Since the map doesn't teach them, the ones who don't know it have to grind against the puzzle until they figure out (or luck in to) the solution.

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FrozenSoul
6 Posts
Posted Jun 15, 2011
Replied 29 minutes later
Thanks. My original map will be the last room. I'll make a series of maps and have one of the mechanics or puzzles from the last room in each room before the last one. The first room will be really simple and it will keep getting harder until they reach the last room, the original map.
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Actually, I'm starting to see something here. Making a portal campaign. Having like 40 levels and an actual story, making characters and using custom voices. Do or don't?
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Hober
1,180 Posts
Posted Jun 15, 2011
Replied 47 minutes later
I'd say don't try and bit off more than you can chew. Work in small, iterative chunks. It's better to release a 10-puzzle mini-pack than make half a 40-puzzle pack and never finish or release it.
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FrozenSoul
6 Posts
Posted Jun 15, 2011
Replied 6 hours later
Alright. Thanks, you've been a lot of help!
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Mr. Happy
61 Posts
Posted Jun 15, 2011
Replied 22 minutes later

Hober wrote:
I'd say don't try and bit off more than you can chew. Work in small, iterative chunks. It's better to release a 10-puzzle mini-pack than make half a 40-puzzle pack and never finish or release it.