Portal 2 level design guidelines

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Killerblonde
60 Posts
Posted Aug 10, 2011
Replied 31 minutes later

MasterLagger wrote:
When I map, I try to keep the puzzle simple to figure out, but a bit challenging to actually solve. One of those, "Easier said than done" moments.

Interesting. I take the exact opposite approch when I map. I try to make it a challenging puzzle, but once you know what to do, it's easy. The challenge should be in figuring out a puzzle, not actually doing it. This is what makes portal fun; it isn't about having fast reflexes or perfect aim. It's about thinking, and problem solving. (Some people like rediculous jumping puzzles and things of the nature, where there is little thought involved, but it personally appauls me when I know exactly what to do, but have to try 50 times to do it.)

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Vordwann
767 Posts
Posted Aug 10, 2011
Replied 2 hours later
I agree with Killerblonde. Players get frustrated if it's "easier said than done". I try to lay everything out, but make it medium difficulty to figure out and solve. It's a balance that's hard to achieve.
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MasterLagger
1,695 Posts
Posted Aug 10, 2011
Replied 36 minutes later
I'll agree that balancing the puzzle elements and difficulty is hard. But then again I wouldn't want to make a map that was too easy to accomplish. But then again, different people have different views on an excellent map is.
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Killerblonde
60 Posts
Posted Aug 11, 2011
Replied 15 hours later
In my point of view, an excellent map is one that has a solution where the player doesnt have to do anything fancy, (like placing a portal while flying through air at the exact right time into a tiny crack,) but the player has to think a LOT about what they have to do. That way, when they have their AHA moment, that quickly solve the map, and not have to try over and over to get to that ledge that they can just barely jump to.

The puzzle should be challenging. The solution, though challenging to figure out, should be medium difficulty at most to carry out.

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MasterLagger
1,695 Posts
Posted Aug 11, 2011
Replied 2 hours later
What if there were some intentional traps in a map? For example, a faith plate launches the player in a different direction than it normally would after completing a part of the puzzle. The trap room would be possible to escape and wouldn't be too difficult.
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Killerblonde
60 Posts
Posted Aug 11, 2011
Replied 59 minutes later
That's a good idea; a puzzle that takes an unexpected turn, forcing the player to quickly adapt their solution, or have to start over or die.

A word on dieing. In singleplayer, death-obstacles like crushers and slime pits should be easily avoided, because loading a save is required if the player dies. The player should only die if they do something really, obviously wrong. In coop, however, death isn't as hard to recover from, so it can be applied more liberally. The same is said on the valve developer wiki, and MOST map makers abide by it.

So if a faith plate launched a player in an unexpected direction, then death should not be the consequence of not making an action, unless it is really obvious what the player should do, and they have a few moments to do it. In coop, you could have a faith plate launch you into a grinder, because it takes seconds to respawn, and then you could work out a solution from there.

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MasterLagger
1,695 Posts
Posted Aug 11, 2011
Replied 4 hours later
What I was thinking for one of my maps was to have the player put a box on a button to open the exit by using a faith plate. Not only does the button activate the door but also changes the faith plate's launch direction toward a room with a portalible panel surrounded by crushers. Since portals were used to get to the button, it would be impossible to not escape this trap using portals. However, if the player doesn't act fast enough to place a portal on the panel they would get crushed (similar to Wheatley's "The Part Where He Kills You").

BTW: There would be an auto-save before this event would happen.

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HMW
806 Posts
Posted Aug 12, 2011
Replied 13 hours later
I like that idea. If you also make so it that the player would survive if they decided to jump off the panel, then you will have created a moment that will startle most players momentarily, but almost every player will then manage to avoid the death trap.

(As for the auto-save, I'd make it trigger just moments after the player gets airborne, so they know that they didn't fuck up by stepping on the faith plate, but still have plenty of time to react the second time, should they have to reload.)

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Killerblonde
60 Posts
Posted Aug 12, 2011
Replied 2 hours later
Yep, I agree with the above. I do have a question for the mapping community though. How do you think of puzzles? The valve developer wiki has a section on it, but it's not very helpful. Right now I just throw random stuff together, start playing to see how I can solve it, then put I/O's together without a solution in mind, try to solve it, and then reconfigure I/O's to make it possible. It's unefficiant, and usually I don't get that great puzzles. How do you make your puzzles?
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The Irate Pirate
236 Posts
Posted Aug 12, 2011
Replied 35 minutes later

Killerblonde wrote:
Yep, I agree with the above. I do have a question for the mapping community though. How do you think of puzzles? The valve developer wiki has a section on it, but it's not very helpful. Right now I just throw random stuff together, start playing to see how I can solve it, then put I/O's together without a solution in mind, try to solve it, and then reconfigure I/O's to make it possible. It's unefficiant, and usually I don't get that great puzzles. How do you make your puzzles?

You work from either one of two approaches. You write up puzzles in a logical step by step order such as 1. Put cube on button - activates funnel 2. jump in funnel and redirect etc. with a little diagram of locations of the puzzles. OR you just experiment with a variety of different game mechanics and see how a puzzle forms from it. I usually do the latter inadvertantly because my original puzzle either turns out to be not as fun as envisioned or I just prefer my spur-of-the-moment puzzle ideas.

Just think of something that Valve has done, and corrupt it into an idea that has seen little or no usage in the game or other custom maps. For example, in my next map one player has to be in a funnel heading towards several laser fences while the other one uses a laser to turn off each laser field in order. It takes the awesome idea from the single player level with the laser field and laser switchon/switchoff thing and changes it up a bit. Alternatively, come up with a completely revolutionary game mechanic which is often massively appreciated by the community (or fails from impracticality).

.. bleh.

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morrock
23 Posts
Posted Aug 12, 2011
Replied 52 minutes later

Killerblonde wrote:
Yep, I agree with the above. I do have a question for the mapping community though. How do you think of puzzles? The valve developer wiki has a section on it, but it's not very helpful. Right now I just throw random stuff together, start playing to see how I can solve it, then put I/O's together without a solution in mind, try to solve it, and then reconfigure I/O's to make it possible. It's unefficiant, and usually I don't get that great puzzles. How do you make your puzzles?

I think the most fun way I've recently come up with a puzzle design was for a BTS area. I knew the entrance and exit, and a logical idea of how the area should look (it's BTS, so it should look like it's an area intended for function, not testing). I designed the area, made all of the surfaces portal surfaces, and then just tried anything. I ended up solving it about 3 different ways (not including 'portal at feet, portal at exit wall, done), I then picked my favorite, most creative way, and made the room work like that, removing extra whitespace/tweaking elements until I had my puzzle.

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MasterLagger
1,695 Posts
Posted Aug 12, 2011
Replied 1 hour later

HMW wrote:
I like that idea. If you also make so it that the player would survive if they decided to jump off the panel, then you will have created a moment that will startle most players momentarily, but almost every player will then manage to avoid the death trap.

(As for the auto-save, I'd make it trigger just moments after the player gets airborne, so they know that they didn't fuck up by stepping on the faith plate, but still have plenty of time to react the second time, should they have to reload.)

This particular trap would be used in order to reach the exit. Since the player must fling themselves to reach the exit, the momentum from falling towards the trap area panel would allow the player to fling themselves to the exit. Unless the exit portal was in the wrong place in which case the trap would be reset itself after the player escapes.

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Killerblonde
60 Posts
Posted Aug 12, 2011
Replied 1 hour later
Another quick thing I thought of. In any given test chamber, only 2 - 4 test elements should be used. If its only a cube/button, then it becomes too simple. Too many elements make the test chamber really hard, and also hard for the map designer to prevent unintended solutions ('cheating'). So far I've never seen anyone make this mistake, but I can imagine a newbie putting every type of gel, a funnel, a laser, a light bridge, cubes and buttons into a single chamber.... you get the idea.
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MasterLagger
1,695 Posts
Posted Aug 12, 2011
Replied 2 hours later
Yeah, I found that out the hard way on my Capture the Cube 2 map. I had to limit each players traps in the map to Lasers, Hard Light, Funnels, and turrets. I couldn't get gels to "fit" properly in that CTF gamemode. Ah well, maybe in CTC 3.
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Killerblonde
60 Posts
Posted Aug 15, 2011
Replied 2 days later
No, NO! Must...not....let...thread...fall...to...second...page!

Okay, I need to start another discussion. There are ceartain test elements to use in ceartain themes. Lasers are good for destroyed aperture and clean, funnels for clean and wheatly, (although technically wheatly only made 1 chamber,) appropriate boxes are for anything, catapults are for destroyed, clean, and wheatly. EXCEPTION I saw a custom catapult made just for underground style maps. This fit nicely. Gels are for underground, and maybe wheatly or a large clean chamber. Projector bridges are best in destroyed, sometimes clean/wheatly. Does anyone have differant opitions?

tl;dr bump

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Marise
249 Posts
Posted Aug 16, 2011
Replied 1 day later
If you're keen on staying true to the game, there are of course limitations on what theme certain test elements fit into. However, I'm of the opinion that mappers should use whatever elements they want, as long as it's a good puzzle. It's especially nice to combine elements that were never together in the game, and see what you come up with.
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Spam Nugget
492 Posts
Posted Aug 17, 2011
Replied 20 hours later
I agree with Marise, use whatever test elements in whatever theme you like. There are some really nice puzzles that mix elements that were never together, you shouldn't avoid puzzles like this just to fit in with the themes of the game. Be creative.
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Killerblonde
60 Posts
Posted Aug 19, 2011
Replied 2 days later
Good point. I was just meaning if you wanted a theme that made sense. (And I was actually jump bumping...seeeeeecrelty.)
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Vordwann
767 Posts
Posted Aug 20, 2011
Replied 11 hours later
I think a chamber in one of my WIP maps is just near the border of too many elements, one would push it over the edge. It involves blue gel, cube and button, laser redirection, an excursion funnel, and one faith plate that does not do much, just launches a cube after it has been dispensed.
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HMW
806 Posts
Posted Aug 20, 2011
Replied 2 hours later
That doesn't sound too bad; if you combine the cube and button, that's 5 elements. (Perhaps you can get rid of the faith plate if it doesn't have a real puzzle function.)

sp_a4_speed_tb_catch has 4 elements (cube/buttons, funnel, orange paint, and a fizzler that is part of the puzzle), and is my favourite map from the single player campaign, gameplay-wise.

(My favourite ones aesthetics-wise are sp_a1_intro5 and sp_a2_ricochet.)