Map styles.
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.
In essence, like the Portal single player. I have yet to play a map which offers the same difficulty curve.
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
Duffedwaffe wrote:
makin' one. Lolol
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Or, uh,

Anyone? come on, don't leave me hanging.
Wroth wrote:
o/
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.o/\o
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..V.....V
fun use of more physics would be fun to see too.
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?
because i'm very close to get this working.
Well, I suppose I can use them if I keep them away from portals.
(problems I encountered were the phys boxes sinking into the ground while near a portal, being pulled towards it, getting stuck, lots of stuff.)
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...