Favorite and least favorite puzzle elements to use in maps?

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Marise
249 Posts
Posted Oct 10, 2011
I don't normally start polls, but I'm curious which elements people like most and least when designing maps.

I find myself coming back to speed gel a lot, so it's probably my favorite. I have only one released map that uses funnels, and I don't think I like them much. This may be because I used them a lot in my early (crappy) work and got burnt out.

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Lpfreaky90
2,842 Posts
Posted Oct 10, 2011
Replied 48 minutes later
My favorite element is white gel... but it's soo extremly hard to build a good map with it :O
I dislike an overkill amount of turrets, which have to be knocked out one-by-one. This is repetitive, boring and gives me lags :thumbdown:

EDIT: Geometry overkill maps are also something I don't really like. However, lasers CAN be used in other kinds of puzzles, which can be fun :biggrin:

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spongylover123
944 Posts
Posted Oct 10, 2011
Replied 3 minutes later
I like the Repulsion gel, I don't like the light bridges
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Pete
52 Posts
Posted Oct 10, 2011
Replied 32 minutes later
Funnels are by far my favorite, with lightbridges a distant second.

Now lasers, those are just terrible. Thinking up a puzzle with lasers that doesnt degenerate into a university-level geometry problem is just ludicrously difficult.

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Portal Gun
31 Posts
Posted Oct 10, 2011
Replied 35 minutes later
1 thing. do not make any funnels starting from the ground. and if you do use funnels at all then make sure there are absolutely NO portal surfaces on the ground. people can glitch it and beat any level with either 0 {if funnel on ground} or 2 {if portal surfaces on ground} so funnels are difinitely a no-go. I like cubes, spheres, and specialized buttons (cube button/ ball button) so you have to solve one puzzle to get the cube, which opens a puzzle to get a ball. which opens another puzzle which you use that cube in, to open the puzzle to the ball switc that opens the door. that is the concept I am going to use in my first custom (non-sandbox) map

also panels. they are simple to make and make the map look so much more professional

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Hzamd
61 Posts
Posted Oct 10, 2011
Replied 12 minutes later
I like a lot Gels in general
And hate the lasers like Pete said it, but I'm not agains 1 or 2 lasers sometimes
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Rubrica
305 Posts
Posted Oct 10, 2011
Replied 18 minutes later

Pete wrote:
Now lasers, those are just terrible. Thinking up a puzzle with lasers that doesnt degenerate into a university-level geometry problem is just ludicrously difficult.

This is, for me, a massive issue; at heart, I'm a mathematician, and I find it very difficult soeties to remember that other people might not be. :biggrin: Hence, I have an excessive love for laser puzzles.

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RubyCarbuncIe
303 Posts
Posted Oct 10, 2011
Replied 1 hour later
My favorite would be the Excursion Funnels, to be all honest i don't even know why I like them so much, my least favorite would have to be the Thermal Discouragement Beams or the Ariel Faith Plates, The Thermal Discouragement Beams are overly used in a lot of maps, they are, however, great for starting with Hammer (A few of my first map ideas involved Lasers a lot) The Ariel faith Plates rank as one of my least favorites because it's really difficult to make a decent single player level with them.

I absolutely hate an overdose of Turrets. (I made a map like that once and it wasn't the greatest)

I love Portal 1 styled chambers, you know chambers that involve little to absolutely no use of the new elements, it brings back the feel that made me begin to love Portal in the first place.

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MasterLagger
1,695 Posts
Posted Oct 10, 2011
Replied 1 hour later
What about non-toxic water? I know I'm only mentioning this because I made 2 maps with non-toxic water, but what do you guys think about it?
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Spam Nugget
492 Posts
Posted Oct 10, 2011
Replied 1 hour later
Depends how it is done, if done well i think it could be good. i might have to download these maps and see, cause i think it has a lot of potential.
and my favourite element would have to be hard light bridges.
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Vordwann
767 Posts
Posted Oct 10, 2011
Replied 8 minutes later
I like repulsion/propulsion gel, fizzlers, lasers, and light bridges
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iWork925
1,080 Posts
Posted Oct 10, 2011
Replied 1 hour later
I like the gels, faith plates and flings. I dislike and refuse to play maps with Laser Relays. Egh...
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Will T.
163 Posts
Posted Oct 10, 2011
Replied 21 minutes later
Favorite: funnels, light bridges and fizzlers. Puzzles requiring the use of the tractor beam or bridges to access otherwise unreachable areas are a great twist that extends Portal's core "accessing the inaccessible" concept, and the light bridge used as a wall is a neat secondary function. For fizzlers, it amazes me how often in the official co-op maps they end up being all that keeps the map from being do-able by one player alone. They're incredibly versatile, from simply cleaning up portals to preventing exploits to acting as an actual hazard (don't ride a portal-guided funnel through one!).

Least favorite: lasers. I actually like Valve's use of the Thermal Discouragement Beam, but there's lasers done Valve's way, and then there's lasers done any other way. Valve is smart to limit lasers to a non-central role in most puzzles they're a part of, and keeping what few laser-focused puzzles they have extremely simple (e.g. Triple Laser, which is near the end of GLaDOS' chambers but is incredibly simple compared to other chambers in that portion of the game).

There's something alluring about using the laser in a map that I've never been able to place, but it's hard to design a laser puzzle that is hard enough to require some thought and trigger an "Aha!" moment, but easy and short enough that the player doesn't end up getting tired of the puzzle before it ends. I've been playing with my own laser puzzle designs for a while, but have yet to find one that finds that balance and is fun enough to polish up for release. :\

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Random
171 Posts
Posted Oct 10, 2011
Replied 1 hour later
The gels and excursion funnels are probably my favorite. Faith plates are fun too, but I've only been able to come up with a handful of ideas for maps centered around them.

Fizzlers and panels have a surprising amount of potential, but aren't commonly thought of as elements on their own.

I'm in between on lasers, but I think their annoying side is overused in certain maps. I loathe when a map just drops you in a room full of relays where you have to make the laser go through multiple portals, back through the portal at odd angles, or any sort of weird trial and error. But I think they can be great when used as part of larger puzzle, where you don't have to go through hoops to activate something, but you think about how you can use it to your advantage. I'm aiming for that goal in a map I'm currently working on.

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CaretCaret
290 Posts
Posted Oct 11, 2011
Replied 6 hours later
Love the gels!
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ChickenMobile
2,460 Posts
Posted Oct 11, 2011
Replied 38 minutes later
Lightbridges definitely first, then comes panels. I dislike puzzles that have relays or lasers unless they are only there so it can separate different puzzles elements.

I haven't had a good bond with gels really, but I like them all the same.

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NuclearDuckie
186 Posts
Posted Oct 11, 2011
Replied 19 minutes later
My opinion on the new testing elements is exactly proportional to how well they complement the portal concept. Ones which render portals as little more than a one-way redirection device (lasers, funnels) are by far my most hated. Light bridges' deployment also works like this, but the fact that a player can walk through the portal both ways makes them a bit more versatile.
Gels always seemed gimmicky; speed gel was kind of fun but most of the time its usage came down to a way of "falling" horizontally; white gel never worked for actual puzzles; blue gel was essentially a new way to do what faith plates could also do, which was a thing that portals could do as well, with flinging.

Man, portals. Remember them?

As for puzzle elements I do like ... well, cubes are OK, I guess.

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Vordwann
767 Posts
Posted Oct 11, 2011
Replied 1 hour later
One thing that makes funnels more interesting, NuclearDuckie, is that they are reversible.
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NuclearDuckie
186 Posts
Posted Oct 11, 2011
Replied 1 hour later
That is true, though it still doesn't make them very convenient for transport. I find them to be somewhat poorly implemented otherwise though; for example, a friend and I were able to use them in a co-op chamber to ascend a wall to a higher room, abusing the way a player is sucked sideways into them by quick portal placement. Then there's those awkward cases when you can have a funnel intersecting itself or another one, resulting in a player or object becoming stuck in the crossroads.

Overall I just think they could have been better implemented.

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Marise
249 Posts
Posted Oct 11, 2011
Replied 1 hour later
A couple of people mentioned laser relays, which I had forgotten about. Those are undoubtedly my least favorite element. I have never used them in my maps, and when I see them in a map I'm playing (custom or in the game) I cringe.

I do also want to sing the praises of light bridges, which are probably tied for first place on my list. They're pretty versatile, which makes them great fun to work with. Walk on them, use them as a shield, use them to block a cube or player, use them to hold a cube or player in place, use them as ramps. They also combine really well with gels.