WANTED: some more semi-official signage!
Quote from xitooner on January 29, 2008, 12:47 pmOkay, I tried my hand at some signage for my recent map, and it was a little weak; its just not my thing. If somebody could whip together what I am about to describe (and add a few other ideas from other people who see this, I am sure) I think it would help out folks who are trying to figure out what to do in a custom map puzzle:
- signage to indicate that time is a factor; some kind of clock picture or something I can put next to a switch/button. I am not really interested in showing HOW much time; just that time is a factor.
- signage to indicate that a fizzler will destroy a cube. Preferably something with a cube on it, surrounded by the international NOT symbol in red (if you know what I mean). Someone might want the reverse symbol as well (ie cube-friendly fizzler), although I really dont know if I'd use it.
- signage to indicate that a button requires a cube (or companion cube) to operate. For now, I make do with the sign of the man holding the cube with the heart; its not bad, really. But I'd be open to alternatives.
- We have dots 1-4; I want dots 5-6 at the minimum, and I would prefer dots all the way up to 9. (I needed 5 for my last map). I appreciate that having lots of steps to leave an area may indicate an overly-complex area, but just because Portal itself never needed more than 4 doesnt mean maps SHOULDNT have more than 4. I'd rather it be up to the map designers to decide, rather than remain hidebound to existing convention.
I think if someone made this and did it tastefully and well, everyone would use it rather than reinvent the wheel. Sorta like Hamsters music.
If nobody else does this I might try. . . but I'd rather not.
Comments?
Okay, I tried my hand at some signage for my recent map, and it was a little weak; its just not my thing. If somebody could whip together what I am about to describe (and add a few other ideas from other people who see this, I am sure) I think it would help out folks who are trying to figure out what to do in a custom map puzzle:
- signage to indicate that time is a factor; some kind of clock picture or something I can put next to a switch/button. I am not really interested in showing HOW much time; just that time is a factor.
- signage to indicate that a fizzler will destroy a cube. Preferably something with a cube on it, surrounded by the international NOT symbol in red (if you know what I mean). Someone might want the reverse symbol as well (ie cube-friendly fizzler), although I really dont know if I'd use it.
- signage to indicate that a button requires a cube (or companion cube) to operate. For now, I make do with the sign of the man holding the cube with the heart; its not bad, really. But I'd be open to alternatives.
- We have dots 1-4; I want dots 5-6 at the minimum, and I would prefer dots all the way up to 9. (I needed 5 for my last map). I appreciate that having lots of steps to leave an area may indicate an overly-complex area, but just because Portal itself never needed more than 4 doesnt mean maps SHOULDNT have more than 4. I'd rather it be up to the map designers to decide, rather than remain hidebound to existing convention.
I think if someone made this and did it tastefully and well, everyone would use it rather than reinvent the wheel. Sorta like Hamsters music.
If nobody else does this I might try. . . but I'd rather not.
Comments?
Quote from Beer-Me on January 29, 2008, 2:11 pmI take it you mean the decals placed over the map for all you described? IU might give it ago when I have some spare time.
I take it you mean the decals placed over the map for all you described? IU might give it ago when I have some spare time.
Check out my Portal 2 map, Entrapment!
http://forums.thinking.withportals.com/community-releases/entrapment-1-1-1-t2323.html
Quote from Nacimota on January 29, 2008, 2:20 pmxitooner wrote:signage to indicate that time is a factor; some kind of clock picture or something I can put next to a switch/button. I am not really interested in showing HOW much time; just that time is a factor.I think this is more effectively expressed by valve's looping 'tick tock' sound, personally.
xitooner wrote:signage to indicate that a button requires a cube (or companion cube) to operate. For now, I make do with the sign of the man holding the cube with the heart; its not bad, really. But I'd be open to alternatives.I can't imagine who would be playing advanced/custom maps without already being familar with what is most definately the simplest mechanic in the game...
I think this is more effectively expressed by valve's looping 'tick tock' sound, personally.
I can't imagine who would be playing advanced/custom maps without already being familar with what is most definately the simplest mechanic in the game...
Quote from Beer-Me on January 29, 2008, 2:22 pmEspecially as the button already has a sign showing a cube and down arrows.
For the timer one I was thinking of doing a stopwatch symbol.
Especially as the button already has a sign showing a cube and down arrows.
For the timer one I was thinking of doing a stopwatch symbol.
Check out my Portal 2 map, Entrapment!
http://forums.thinking.withportals.com/community-releases/entrapment-1-1-1-t2323.html
Quote from Nacimota on January 29, 2008, 2:27 pmBeerage wrote:Especially as the button already has a sign showing a cube and down arrows.Ah yes, I forgot about that
Beerage wrote:For the timer one I was thinking of doing a stopwatch symbol.Agreed, can't think of anything more appropriate...
Ah yes, I forgot about that
Agreed, can't think of anything more appropriate...
Quote from DelphiAegis on January 29, 2008, 7:08 pmFor the dots, maybe it'd behoove you to switch to roman numerals? I never thought the dots were all that well done myself, anyway. You need more than four.
For the dots, maybe it'd behoove you to switch to roman numerals? I never thought the dots were all that well done myself, anyway. You need more than four.
Quote from xitooner on January 29, 2008, 7:46 pmQuote:I think this is more effectively expressed by valve's looping 'tick tock' sound, personally.Heaven forbid; I wouldnt take that out at all either. But the point of signage is to let you know BEFORE you hit the switch, not after.
Quote:I can't imagine who would be playing advanced/custom maps without already being familar with what is most definately the simplest mechanic in the gameThen maybe you havent played enough custom maps to know that the pushbutton behavior may be the most abused/ambiguous mechanic in custom maps.
- Some buttons work for anything at all; people, cubes, even cameras. (To me, I think cameras are usually a case of them missing a filter, but I've seen at least one map where using it was the intended solution).
- Some buttons REQUIRE a cube; player wont work
- A few REQUIRE the companion cube.
- Some mappers use the button as a one-time switch; once you used it, you can step off, and even take the cube with you, and the door,etc will still be open.
- At least one map works differently with a person than with a cube; ie you get behavior X when a person stands on it, but with he gets off, X reverts back again. But iff you use a cube, you get X plus behavior Y too, and you can then take the cube with you and KEEP both affects.
All of the above is mostly. . . junk. . . from my point of view. People who arent trying to follow any logical consistent behavior. For me, I just want to make it very clear when a cube is required; thats all. Trying to develop signage to denote all of the above is insanity, IMO.
Heaven forbid; I wouldnt take that out at all either. But the point of signage is to let you know BEFORE you hit the switch, not after.
Then maybe you havent played enough custom maps to know that the pushbutton behavior may be the most abused/ambiguous mechanic in custom maps.
- Some buttons work for anything at all; people, cubes, even cameras. (To me, I think cameras are usually a case of them missing a filter, but I've seen at least one map where using it was the intended solution).
- Some buttons REQUIRE a cube; player wont work
- A few REQUIRE the companion cube.
- Some mappers use the button as a one-time switch; once you used it, you can step off, and even take the cube with you, and the door,etc will still be open.
- At least one map works differently with a person than with a cube; ie you get behavior X when a person stands on it, but with he gets off, X reverts back again. But iff you use a cube, you get X plus behavior Y too, and you can then take the cube with you and KEEP both affects.
All of the above is mostly. . . junk. . . from my point of view. People who arent trying to follow any logical consistent behavior. For me, I just want to make it very clear when a cube is required; thats all. Trying to develop signage to denote all of the above is insanity, IMO.
Quote from xitooner on January 29, 2008, 7:49 pmDelphiAegis wrote:For the dots, maybe it'd behoove you to switch to roman numerals? I never thought the dots were all that well done myself, anyway. You need more than four.I'd prefer to keep closer to the existing overall look and feel of existing Portal signage myself; I wouldnt use Roman numerals, but others might.
I'd prefer to keep closer to the existing overall look and feel of existing Portal signage myself; I wouldnt use Roman numerals, but others might.
Quote from Hyakkidouran on January 29, 2008, 8:05 pmThat may sound stupid but maybe the easy way would be to put two dot overlays close to one another?
4+1 would be 5, and so on. Of course if would kinda suck if you needed more than 8 or 12, but for those number it sounds like an easy and efficient solution.
That may sound stupid but maybe the easy way would be to put two dot overlays close to one another?
4+1 would be 5, and so on. Of course if would kinda suck if you needed more than 8 or 12, but for those number it sounds like an easy and efficient solution.
NO! THE CAKE! NOOOOOOOO !
Quote from Beer-Me on January 30, 2008, 4:34 pmHow big should these textures be?
How big should these textures be?
Check out my Portal 2 map, Entrapment!
http://forums.thinking.withportals.com/community-releases/entrapment-1-1-1-t2323.html