Linked_Portal_Door

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bensrob
18 Posts
Posted May 11, 2011
Just got and started playing around in the sdk so went straight to my most anticipated feature, linked_portal_door. Made a example map to show what i mean if you don't know.
http://www.youtube.com/watch?v=ahY4E6iu7W0

Quote:
A test level using linked_portal_door in Portal 2's SDK.

The level basically a hollowed out cube which each of the walls covered by a linked_portal_door connecting to another random wall.

This has a few bugs still (it was a 30m map including working out how to use linked_portal_door) such as seeing the 'void' through the cracks between the walls but it's really just to show this feature off and hopefully inspire some great level designs, I know I've got a few ideas for it.

Anyway long story short I think just could make some very interesting map designs. I've got a few ideas myself but was wondering if anyone else had any thoughts on them.

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bensrob
18 Posts
Posted May 11, 2011
Replied 1 hour later
Quick addition as I made another map showing walking on the ceiling.

http://www.youtube.com/watch?v=UDH0NoclEWg

download link- Download

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jrandom
7 Posts
Posted May 12, 2011
Replied 10 hours later
Do you have a sample map or tutorial I could look at for using linked_portal_doors? I'm very new to this and haven't been able to get them to work.
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naitoookami
20 Posts
Posted May 12, 2011
Replied 14 hours later
keep experimenting with those and you might be able to figure out how my gravity changers work :razz:
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jrandom
7 Posts
Posted May 12, 2011
Replied 40 minutes later
Oh, I know exactly how the gravity changes work. What I'm having trouble with is getting a linked_portal_door to work in the first place! :smile:

I've thought of all sorts of interesting things you can do, but first I need to make a simple working one that just connects two regular areas. Then I can dive into the fun stuff.

Here's an idea: Make a long hallway, break it up into segments, rotate each segment so that a different side is the "floor", link the segments together with link portal doors, and now you have a hallway where the direction of gravity keeps changing the further through it you've run.

So... how to I just get a simple linked_portal_door to work?

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rossman231
17 Posts
Posted May 12, 2011
Replied 53 minutes later
I would strongly, strongly recommend being careful with these. The idea behind it is pretty cool in theory, but in practice these end up being annoying to the player, at least in my limited experience.

These work against the player's intuition, which violates an important game design tenet that should only be broken if the payoff is extremely worthwhile. If you do decide to do this, I would recommend very clearly indicating to the player what is happening in a simple example and then expanding from there, like both Portal games do at the very beginning-- allowing you to watch yourself going into one portal and coming out the other one, thereby teaching you the basic concept of Portal. I further suggest that any other time you do this you make it very clear to the player that it's happening, again both Portals do this--they use very shiny portal animations on surfaces to indicate what is happening-- something like a specific-looking door, some indicators on both sides, or really anything is should be better than nothing in this case. Hiding transitions from the player is just begging for confusion and frustration.

The confusion caused by these is not helped by the fact that you can see your portals where they actually are in the map, even through walls...

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jrandom
7 Posts
Posted May 12, 2011
Replied 12 minutes later
No arguments there. I have a campaign idea I want to try out that requires some serious bending of space as part of the environment. Instead of hiding that from the player, it would become an integral part of the puzzles. If I can make good enough maps, I'll even take a stab at a real storyline w/ recorded dialog and newly-composed music.

And if I can't make good enough maps, it'll be all sorts of fun to try anyways.

I've been searching for any kind of linked_portal_door tutorial and haven't found a thing. Argh. Help!

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bensrob
18 Posts
Posted May 13, 2011
Replied 9 hours later
Sorry about the delay. Wasn't around yesterday.
Download

That's a link to the vmf file for the second map. Now I'm off to try and make a map where you can walk on the walls / ceiling. Maybe 2 walls, the floor and the ceiling for now as i think that'll be a lot easier to make.

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bensrob
18 Posts
Posted May 13, 2011
Replied 2 hours later
Just finished a new map introducing the Aperture Science Gravity Boots!
download

It's really too much fun making these I just wish I had time to make some proper maps myself instead of just tests.

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bensrob
18 Posts
Posted May 13, 2011
Replied 2 hours later
Got another map made up testing controlling them with triggers.
Video
Download

It seems like you need to let them have a 5 second delay before activating them, otherwise they open then close again straight away, unless I'm missing something.

I've got a few good ideas for this such as puzzle maze maps, I just wish i could commit the time to it.

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jrandom
7 Posts
Posted May 13, 2011
Replied 1 hour later
Thanks! I'll take a look at these when I get home from work tonight.
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bensrob
18 Posts
Posted May 13, 2011
Replied 6 minutes later
The videos aren't much to look at really but the maps should be some help I hope.

I think I've got most this weekend to work on some test maps so I should be around if you need a hand.

Anyway Map #5- Do you like my TARDIS?
Download

It's probably already been done but couldn't resist :biggrin:

Edit:
This was to answer a question about what would happen if you linked 2 portals of different sizes-
Different Sized Portals
Download

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msleeper
4,136 Posts
Admin
Posted May 13, 2011
Replied 2 hours later
Do not link to external BSPs, please upload them to the Download Database. Thanks.
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bensrob
18 Posts
Posted May 13, 2011
Replied 30 minutes later
Sorry about that I appear to have skipped that part when I read the rules originally. I'll re-upload the files here now.
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bensrob
18 Posts
Posted May 13, 2011
Replied 21 minutes later
I believe that's all of them taken care of.. can I go back to mapping now please? :biggrin:

But first here's my latest test.
Infinate staircase with a few surprises
Download

This was testing out two things. First getting around the time you have to wait for the portal to 'setup' by linking the portals one floor before you get there and secondly a way to re-use connecting areas in maps like elevators for example.

My hope is by using this to re-use the non-test parts of the map there'll be more space to put tests or less to load on the map even if there isn't.

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King Of Sandvich
15 Posts
Posted May 14, 2011
Replied 11 hours later
I really wish that parenting would work with these. I want to use this to link a moving object with a non-moving part of the map as a sort of window, or maybe to movable physics objects for a completely new game mechanic, but parenting doesn't work :sad:
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jrandom
7 Posts
Posted May 14, 2011
Replied 5 hours later
I'm going to start with the simple "Room That Is Bigger On The Inside" but after that I'm going to try to tackle puzzles involving two rooms that contain each other, and then a room that contains itself. For starters. :smile:
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Sidneys1
89 Posts
Posted May 14, 2011
Replied 15 minutes later
I'm pretty sure that this can be done, since the only time the linked_portal_door is used in-game is a large moving test chamber...

Have a nice day,
~Sidneys1

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p0rtalplayer
1,366 Posts
Posted May 14, 2011
Replied 1 hour later

Sidneys1 wrote:
I'm pretty sure that this can be done, since the only time the linked_portal_door is used in-game is a large moving test chamber...

Have a nice day,
~Sidneys1

The test chamber moves into place, then the linked_portal_door opens. No implication that the door is parented to the chamber, I would assume it's in place before the testchamber gets there.

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msleeper
4,136 Posts
Admin
Posted May 14, 2011
Replied 5 hours later
You could always decompile the map and look. Kind of a shame that these can't move though.