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Do you plan out your Portal maps?

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Hey, well as we all know making a portal map isnt just like making a half life 2 map or a css map. It needs to function efficiently, be hard/easy at times and be interesting

So, I was just curious how many people here actually grab out a piece of paper and draw their ideas down (maybe from a birds eye view with labels for like buttons, boxes etc)

In my opinion you need to do this, or at least have a great memory and come up with an idea before hand, its good to always improve on your plan when you make it but starting with no ideas and just creating a so-so map usually ends in miserable failure.

So yeah, I try to draw down my ideas, helps me set out the puzzles and lets me think of the idea in new perspectives without having to remember the original idea off the top of my head.

Walking when you have a portal gun sucks.

Check out my Portal 2 map, Entrapment!
http://forums.thinking.withportals.com/community-releases/entrapment-1-1-1-t2323.html

I don't draw anything. I think about it, and I roughly build it in the editor with 128x128 blocks. Then I put some concrete/metal textures, I spread several of my dev prefabs (mostly buttons, turrets and doors) and I try to see if it's solvable and if it's not too easy/complicated.
It's way more efficient than drawing plans on a paper because I have a lousy perception of perspectives when it's on the paper.

Short answer: No.

Long answer: I compile ideas in my head, think of limitations, and if I can't think of many, I go into hammer and build the room as I saw it in my head, detail and all.

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See, I've followed Portal ever since it was called Narbacular Drop and was availible as freeware from the Digipen website links, and although I have an overly analytical mind and can figure out crazy ways to solve Portal Puzzles, it seems that no matter how hard I try with hammer, I always end up ripping some other portal idea/design/whathaveyou off in my iterations. :(

That and I suck at using Hammer.

I mostly go with how Duffedwaffe does it. Compile it in my head. Less segfaults that way.

Hmm, interesting.

I was expecting a map like Snakebite to be planned abit :P

I suppose its because I need to design alot of things with my uni work so it becomes natural to plan it out.

Walking when you have a portal gun sucks.

Check out my Portal 2 map, Entrapment!
http://forums.thinking.withportals.com/community-releases/entrapment-1-1-1-t2323.html

Hmm, interesting.

I was expecting a map like Snakebite to be planned abit :P

I suppose its because I need to design alot of things with my uni work so it becomes natural to plan it out.

Walking when you have a portal gun sucks.

Check out my Portal 2 map, Entrapment!
http://forums.thinking.withportals.com/community-releases/entrapment-1-1-1-t2323.html

*gasp* Double post!

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Ive tried to plan out my stuff in the past with general ideas on paper. It sometimes helps but in the end there is just to much complex stuff to take account for. Its good to come up with an original idea then try and make it tho. Sometimes I try and run and gun my stuff but in the end its just better to kinda let ideas flow.

Just let the ideas come to you man ^^

-vivi

I'll draw out bits of gameplay as I think of them. Usually because I'm not near Hammer when they occur to me.

Then I'll make mini maps each with a concept to validate it.

I'm currently working on assembling several of these "concept maps" into a larger playable map. You'll know as soon as I do if it works. :D

So THAT'S how you do that!

For portal, I've been drawing a number of puzzle concepts then building test versions in separate maps - if the puzzle works and accomplishes what I set out to achieve, I fit it into my map.

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