So, Getting back on the mapping horse.
Quote from Duffers on October 10, 2008, 12:41 pmPortal has been dead lately, aside from the Portal: Prelude thing, but I didn't really enjoy that too much. I haven't mapped in like 5 months.
So, I just thought I'd make a quick post to ask fans of my other two portal maps what they'd like to see more of in my new map that's in the early building block stages.
(No, it's not going to be ugly like snakepit, but I want to have puzzles much like those that require a lot of thinking.)
Portal has been dead lately, aside from the Portal: Prelude thing, but I didn't really enjoy that too much. I haven't mapped in like 5 months.
So, I just thought I'd make a quick post to ask fans of my other two portal maps what they'd like to see more of in my new map that's in the early building block stages.
(No, it's not going to be ugly like snakepit, but I want to have puzzles much like those that require a lot of thinking.)
Quote from Ricotez on October 10, 2008, 4:51 pmHow about vistas? A few locations in the map where you can see special stuff? Could be a reward for finding certain BTS areas, but they can also simply be part of the map itself.
Personally, I hate time limits. A few relaxed limits keep the tension up, but four second-tighted timers running simutaneously? I get a frikking headache of the tension... (I am not referring to any of your maps, just Portal maps in general)
On the opposite, actually timed stuff which can be lethal but with a very easy solution. Great tension builders (I am refering to the Fire Pit at the end of C19 in the original Portal. Escaping was very easy, but the actual faceoff with a certain death in a limited time made the part very exciting. Another example is the actual battle with GLaDOS.)
Maybe you can try the Cubeism-idea: various cubes with varying characteristics, for example a lighter one or one that's on fire.
Some kind of boss battle? A mini boss, not GLaDOS or a giant mecha or anything, but something you have to fight as part of a test. For example a bunch of Rocket turrets connected to a large, central pillar that sinks deeper into the floor with each surrounding Orb Catcher that is filled. It is your job to guide the Orbs into the Catchers whilst being the constant target of rockets.
Large ammounts of Androids stuffed into a way too small chamber do not count as a miniboss.
Those were just a few small ideas...
How about vistas? A few locations in the map where you can see special stuff? Could be a reward for finding certain BTS areas, but they can also simply be part of the map itself.
Personally, I hate time limits. A few relaxed limits keep the tension up, but four second-tighted timers running simutaneously? I get a frikking headache of the tension... (I am not referring to any of your maps, just Portal maps in general)
On the opposite, actually timed stuff which can be lethal but with a very easy solution. Great tension builders (I am refering to the Fire Pit at the end of C19 in the original Portal. Escaping was very easy, but the actual faceoff with a certain death in a limited time made the part very exciting. Another example is the actual battle with GLaDOS.)
Maybe you can try the Cubeism-idea: various cubes with varying characteristics, for example a lighter one or one that's on fire.
Some kind of boss battle? A mini boss, not GLaDOS or a giant mecha or anything, but something you have to fight as part of a test. For example a bunch of Rocket turrets connected to a large, central pillar that sinks deeper into the floor with each surrounding Orb Catcher that is filled. It is your job to guide the Orbs into the Catchers whilst being the constant target of rockets.
Large ammounts of Androids stuffed into a way too small chamber do not count as a miniboss.
Those were just a few small ideas...
"Duct Tape is the answer."
Quote from Kiavik on October 10, 2008, 10:16 pmMake a map where you can change the gravity of the whole level to solve puzzles.. The gravity change has to work with everything, even the player
Make a map where you can change the gravity of the whole level to solve puzzles.. The gravity change has to work with everything, even the player
Quote from Sleepwalker on October 10, 2008, 10:36 pmNo.
Absolutely no gravity changes.
There is really no propose to it unless its something like chamber 15 in prelude.
No.
Absolutely no gravity changes.
There is really no propose to it unless its something like chamber 15 in prelude.
Quote from monkeyman on October 10, 2008, 10:39 pmthose different cubes sound like a good idea... i dont think anyone has actually used them in a map yet have they???
those different cubes sound like a good idea... i dont think anyone has actually used them in a map yet have they???
Quote from Kiavik on October 10, 2008, 11:23 pmSleepwalker wrote:No.Absolutely no gravity changes.
There is really no propose to it unless its something like chamber 15 in prelude.
Is your name Duffedwaffe?
Only because you cant come up with good puzzles it doenst mean the concept has "no purpose".
Absolutely no gravity changes.
There is really no propose to it unless its something like chamber 15 in prelude.
Is your name Duffedwaffe?
Only because you cant come up with good puzzles it doenst mean the concept has "no purpose".
Quote from Sleepwalker on October 11, 2008, 12:38 amKiavik wrote:Is your name Duffedwaffe?Only because you cant come up with good puzzles it doenst mean the concept has "no purpose".
What you said just made absolutely no sence.
Only because you cant come up with good puzzles it doenst mean the concept has "no purpose".
What you said just made absolutely no sence.
Quote from dvlstx on October 11, 2008, 9:33 amHe is saying that you have no right to command people what they can not put in their maps, and he's right.
I believe he is trying to say subliminally to "Fuck off" Not saying that to be cruel, but I'm getting that kinda feel from his post. Nothing personal from me or anything.
He is saying that you have no right to command people what they can not put in their maps, and he's right.
I believe he is trying to say subliminally to "Fuck off" Not saying that to be cruel, but I'm getting that kinda feel from his post. Nothing personal from me or anything.
Quote from Bulska on October 11, 2008, 12:28 pmA lot of doors opening with a switch, but the time is too small to run trough all the doors at once. Keep a portal at the button and take trough the doors step by step.
My brother has invented this puzzle and I've used it in my map for the Community Pack.
For a puzzle game like Portal it is always nice to see the map in a whole before going to run trough it. In the original Portal, you get a clear vision of the whole chamber and you have all the time you want to take a good look at it.
Maybe something with a middle chamber with 4 buttons and 4 different chambers from which you need to retrieve a cube. This way, if you're stuck on one chamber, you can always try one of the other 3.
A lot of doors opening with a switch, but the time is too small to run trough all the doors at once. Keep a portal at the button and take trough the doors step by step.
My brother has invented this puzzle and I've used it in my map for the Community Pack.
For a puzzle game like Portal it is always nice to see the map in a whole before going to run trough it. In the original Portal, you get a clear vision of the whole chamber and you have all the time you want to take a good look at it.
Maybe something with a middle chamber with 4 buttons and 4 different chambers from which you need to retrieve a cube. This way, if you're stuck on one chamber, you can always try one of the other 3.
Quote from appunxintator on October 11, 2008, 1:04 pmBulska wrote:For a puzzle game like Portal it is always nice to see the map in a whole before going to run trough it. In the original Portal, you get a clear vision of the whole chamber and you have all the time you want to take a good look at it.Maybe a glass hallway around the top edge of the map?
Maybe a glass hallway around the top edge of the map?