What would make a perfect playground map?

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MasterLagger
1,695 Posts
Posted Aug 29, 2011
I read msleeper's post about daring to make a really good playground map with high ratings and I'm thinking about making one that people could playing around in and have a goal to it. I want to know what other people think about playground maps and what they should include. I already have a rough idea on what to make, but I think the idea could evolve into something bigger after hearing what other people think.
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Another Bad Pun
516 Posts
Posted Aug 29, 2011
Replied 31 minutes later
If the playground map wasn't actually a playground map.
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satchmo
415 Posts
Posted Aug 29, 2011
Replied 49 minutes later
The definition of a playground map is that it has no puzzle and no goal.

A playground map with a puzzle is not a playground map.

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yohoat9
274 Posts
Posted Aug 29, 2011
Replied 28 minutes later
I beg to differ. I may try this out with a sort of "you choose the solution" thing in mind.
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Marise
249 Posts
Posted Aug 29, 2011
Replied 1 hour later
I'm not sure I have any DO's, but I have a DON'T.... putting everything in one big room.
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MasterLagger
1,695 Posts
Posted Aug 29, 2011
Replied 23 minutes later

satchmo wrote:
The definition of a playground map is that it has no puzzle and no goal.

A playground map with a puzzle is not a playground map.

Maybe in your opinion, I think it depends on the person's point of view. I've seen a few playground maps with puzzles in them, but they were old Portal 1 maps. I thought playground maps were not just maps with every puzzle elements to test with, but had puzzles that were not always straight forward. Kinda like Myst (the very first one), your on your own with very little to go on and you can explore fiddle, and discover stuff.

BTW: I just figured out xdiesp's picture was Sirrus in Myst. I knew I saw that face somewhere!

Marise wrote:
I'm not sure I have any DO's, but I have a DON'T.... putting everything in one big room.

My map is more of a city with different buildings with different stuff in them. Heck, you can even get on top of the buildings. I made a disco with Atlas, P-Body and turrets dancing. :lol: It's going to be an outdoors and indoors map. Since this game has a nice blue sky and grass textures, I thought: Why not make an outdoors map and put up buildings that player's could go inside? Of course, I haven't mentioned the goal yet but I'm still planning that part. The most I can tell you is that it involves turning on several different types of switches in a secluded area and you need items from the city to activate them.

Whoa that's a lot of text.

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satchmo
415 Posts
Posted Aug 29, 2011
Replied 51 minutes later

Quote:
Maybe in your opinion, I think it depends on the person's point of view. I've seen a few playground maps with puzzles in them, but they were old Portal 1 maps. I thought playground maps were not just maps with every puzzle elements to test with, but had puzzles that were not always straight forward. Kinda like Myst (the very first one), your on your own with very little to go on and you can explore fiddle, and discover stuff.

I don't see any difference between what you are describing and any regular Portal 2 map.

Take my map, Interception, for example. It's not straightforward, it has puzzles, and it's got places where the player explores but they are not part of the puzzle.

With that definition, every map is a playground map.

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NuclearDuckie
186 Posts
Posted Aug 29, 2011
Replied 1 minutes later

MasterLagger wrote:
BTW: I just figured out xdiesp's picture was Sirrus in Myst. I knew I saw that face somewhere!

Oh damn! How did I not notice that?

I vaguely remember Groxkiller talking about making a playground map where you have to work to unlock other parts of it ... and it was going to be set in enrichment spheres or something.

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MasterLagger
1,695 Posts
Posted Aug 29, 2011
Replied 38 minutes later
Yeah, I remember seeing that. The map I'm making is big. It's not going to be flat like some maps, I found out how to make hills outdoors to make the map a little more real. I'm also adding a sewer system that the player can enter through portals or using a manhole. The goal for this map won't be exactly "straight-forward" compared to other puzzles.
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ChickenMobile
2,460 Posts
Posted Aug 29, 2011
Replied 59 minutes later

NuclearDuckie wrote:
MasterLagger wrote:

BTW: I just figured out xdiesp's picture was Sirrus in Myst. I knew I saw that face somewhere!

Oh damn! How did I not notice that?

I can't believe that I haven't heard of myst when it was the best PC seller before 2002.

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xdiesp
1,078 Posts
Posted Aug 30, 2011
Replied 8 hours later

chickenmobile wrote:
I can't believe that I haven't heard of myst when it was the best PC seller before 2002.

By all means check "Real Myst": it used to be described as the 3D remake of Myst, but today we'd say it's a first person puzzler like Amnesia or the Escape from X series. Might as well help you designing puzzles. :smile: Just beware that the original's trademark was the atmosphere of crushing lonelyness, not everyone's cup of tea.

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Marise
249 Posts
Posted Aug 30, 2011
Replied 1 hour later
MasterLagger, that sounds cool, but be careful to use lots of Area Portals (edited - originally said world portals) or else it'll never run :smile:
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yohoat9
274 Posts
Posted Aug 30, 2011
Replied 43 minutes later

MasterLagger wrote:
BTW: I just figured out xdiesp's picture was Sirrus in Myst. I knew I saw that face somewhere!

ANYONE WHO DID NOT KNOW THIS SHALL BE SHUNNED

Myst is my favorite video game series, I now own every game as of a few months ago.

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gallardo
85 Posts
Posted Aug 30, 2011
Replied 2 hours later
lots of things to play with?...

I've a lot of fun in mine, where I test new elements, but for other players might be a confusing experience.
For example, you could present each section clearly, better with several instructor_hint.

I don't think it's pointless releasing playground maps, but keep in mind that the main problem is managing expectations, since player are in to complete something (puzzles).

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Vordwann
767 Posts
Posted Aug 30, 2011
Replied 3 minutes later
Msleeper also said playground maps would be removed.
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gallardo
85 Posts
Posted Aug 30, 2011
Replied 14 minutes later
Unfortunately you have to conform (like when talking about portal surfing).

I think it's all up to the interpretation of playground maps:
-one big room + fullbright? no
-different gameplay other than solving puzzle? why not?

Then, if the site is committed to offer normal maps only, that's another story.

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MasterLagger
1,695 Posts
Posted Aug 30, 2011
Replied 40 minutes later

Marise wrote:
MasterLagger, that sounds cool, but be careful to use lots of World Portals or else it'll never run :smile:

I realize that having a huge map would require using a few data saving tricks. Never heard of "world portals" before. I know it's not a prop_portal. If someone smart could give me a quick summery about it, I would be happy. Oh and BTW, the map is a co-op. I thought since the map is huge, it would be better to have two people playing to either play around or try to figure out the goal than it would be with one person. Two heads are better than one!

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gallardo
85 Posts
Posted Aug 30, 2011
Replied 15 minutes later
He meant you have to optimaze your map, so it can run even on slower machines (or be "elegant" in general).

take a look here: http://developer.valvesoftware.com/wiki ... timization

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Rubrica
305 Posts
Posted Aug 30, 2011
Replied 21 minutes later
To add to that, O think Marist meant Areaportals. World portals are, well, portals, whereas area portals are used for optimisation.
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GreyHound
57 Posts
Posted Aug 30, 2011
Replied 1 hour later
I've no idea why someone wanted a playground map after all. The best playground is an actual puzzle.