Map styles.

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Bulska
204 Posts
Posted Nov 20, 2007
I've found that Portal offers a wide variaty of 'map styles' or just how to solve the puzzle in a map.

Some people prefer a difficult fast reflex way to get to the exit.
Some people prefer a complex thinking way to get the exit.

I think these really make what a map is. A puzzle is easy if you see the solution very fast and completing it is very simple. A puzzle is hard when you need high reflexes for it, and you need to think over it real hard to finish it. You can also add a time limit to the thinking time, such as in the trailer, to increase difficulty.

In maps there is also the results of failure, will you be killed, or will there be a fast way back to the beginning? Personally, I don't like being killed all day and I prefer falling down on a floor allowing you to climb back. Loading message annoys me most
Dying in the game can bring a nice challenge though, and isn't bad at all if used right way.

Use of physic objects is a real fun thing to include in your maps aswell, I haven't seen anything such as a balance puzzle in any map yet. A map with lots of phyics is fun, but can also be very busy. Cubes are important part of the puzzles, but you can easily use other items aswell. In my maps I mostly place a radio around which you can take with you troughout the game if you like.
Building a small tower of blocks or objects, to gain height for a jump is a fun use of physics too.

Just to point out some things which could be loads of fun in maps.

I could be completely wrong about what I wrote above here, I don't have that much expierence mapping with portal at all.
The point of this thread is to tell people that there are loads of things not yet used in maps, exploiting these variations can live up your map and make it pop out of other maps.

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Hober
1,180 Posts
Posted Nov 20, 2007
Replied 19 minutes later
To be honest, I also like "easy" maps. Maps where you don't really have any kind of complex way of getting to the exit, just slightly incrementally harder.

In essence, like the Portal single player. I have yet to play a map which offers the same difficulty curve.

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Duffers
474 Posts
Posted Nov 20, 2007
Replied 7 minutes later

Hober wrote:
To be honest, I also like "easy" maps. Maps where you don't really have any kind of complex way of getting to the exit, just slightly incrementally harder.

In essence, like the Portal single player. I have yet to play a map which offers the same difficulty curve.

makin' one. Lolol

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Hober
1,180 Posts
Posted Nov 20, 2007
Replied 9 minutes later

Duffedwaffe wrote:
makin' one. Lolol

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Bulska
204 Posts
Posted Nov 21, 2007
Replied 8 hours later
Whats up with that picture... I see it around alot
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Hober
1,180 Posts
Posted Nov 21, 2007
Replied 20 minutes later
Seemed the most appropriate way to sum up my sentiment of "High five!"

Or, uh,

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Wroth
135 Posts
Posted Nov 21, 2007
Replied 3 hours later
o/

Anyone? come on, don't leave me hanging.

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Player1
212 Posts
Posted Nov 21, 2007
Replied 31 minutes later

Wroth wrote:
o/

\o

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Wroth
135 Posts
Posted Nov 21, 2007
Replied 1 hour later
Jumping high five!

.o/\o
...|....|
..V.....V

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Morg
9 Posts
Posted Nov 21, 2007
Replied 1 hour later
I think anything that can kill the player needs to have a specific reason for inclusion in the puzzle. Such as, put in toxic water to prevent a drop being used for momentum, or put in a turret to foil tunneling. I don't like maps that put water and/or turrets all over just for the hell of it.
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Bulska
204 Posts
Posted Nov 21, 2007
Replied 1 hour later
yea, toxic isn't required always. Best use for toxic goo and turrets is to prevent someone using a sort of method, turrets can also be used for a nice challange.

fun use of more physics would be fun to see too.

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Bulska
204 Posts
Posted Nov 22, 2007
Replied 15 hours later
I got a problem, I made a very nice pulley system, where you really need to use portals to do it right. But the Physboxes, which are really big and shouldn't fit in a portal, have problem with alligning portals. For once I've seen them sinking in the ground, making the weight fall where it shouldn't.

A solution is to make in a wall next to the pulley, a surface which the weight cannot reach.

But is there any way how to say to that Physbox that it shouldn't be interacting with portals?

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msleeper
4,095 Posts
Member
Posted Nov 22, 2007
Replied 6 minutes later
Physboxes break portal physics in a heartbeat. Just don't do it.
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Bulska
204 Posts
Posted Nov 22, 2007
Replied 1 minute later
lol don't ya tell me what not to do, If it ain't working then I'll find it out myself

because i'm very close to get this working.

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msleeper
4,095 Posts
Member
Posted Nov 22, 2007
Replied 11 minutes later
Trust me, I tried and I tried and I tried to get func_physbox's to work and they just love to freak the fuck out. It seems like only prop_physics are able to be handled by the portal physics properly.
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Bulska
204 Posts
Posted Nov 22, 2007
Replied 33 minutes later
ok so no using func_physic stuff with portals...
Well, I suppose I can use them if I keep them away from portals.
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Bulska
204 Posts
Posted Nov 22, 2007
Replied 7 hours later
I got too many problems with the physicboxes, what should I use instead?

(problems I encountered were the phys boxes sinking into the ground while near a portal, being pulled towards it, getting stuck, lots of stuff.)

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Morg
9 Posts
Posted Nov 22, 2007
Replied 1 hour later
In the commentaries they say there is a zone of simplified physics that overrides the default Source physics near portals. It has to cut corners or otherwise it would take several seconds to calculate what should happen.
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Bulska
204 Posts
Posted Nov 22, 2007
Replied 2 hours later
Ah I can use slideconstraints to keep them moving on only one axis. (which is the point, they're in sort of shafts, with walls against all sides)

I'm going to look for how to use SlideConstraints, then test if its working. I hope so...

EDIT:
I have no idea how these work and can't really find a way either.
So I'll just use Prop_physics_override now.
Anyone knows a 124x124x496 rectangular prop I can use? With the small metal square texture?
I need help with this...