Unused puzzle concepts(for me to steal)?

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dinnesch
105 Posts
Posted Jan 28, 2012
I've started working on a bunch of coop maps, but find it hard to come up with good ideas to base puzzles around. I can make decent quality maps that are difficult by having the player do a complex sequence of actions(based mostly on 'cliches'), but after putting a lot of time in such maps I often feel like they're lacking something special.

So I wonder if anyone has good ideas to base a puzzle around, that they wouldn't mind being used by others? Specifically talking about actions that are just part of a bigger puzzle but require the player to figure out.(discovering the ability to use element X to achieve Y by doing Z with it)

Thanks in advance!

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Idolon
417 Posts
Posted Jan 28, 2012
Replied 3 hours later
Anything on moving platforms. Goo, hard light bridges, lasers, anything really.
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Lpfreaky90
2,842 Posts
Posted Jan 28, 2012
Replied 1 hour later

Idolon wrote:
Anything on moving platforms. Goo, hard light bridges, lasers, anything really.

I'm afraid hard light bridges on moving platforms aren't really gonna work :sad:
Solution: keep the "moving platform" in a steady position and just move the rest of the map :lol:

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Idolon
417 Posts
Posted Jan 28, 2012
Replied 12 minutes later
It's just an idea, doesn't mean it's feasible. :razz:
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dinnesch
105 Posts
Posted Jan 29, 2012
Replied 17 hours later

Idolon wrote:
Anything on moving platforms. Goo, hard light bridges, lasers, anything really.

Yeah this has potential in a lot of shapes. Guess it will at least need to be kept simple for fun's sake. But messing around with it could be a good starting point to discover new ideas, thanks.

I haven't seen the coop element with the blocks that get moved around with 2 buttons(if you played the campaign you know what i mean) in custom maps so far, maybe that could be something.

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Tyronis3
96 Posts
Posted Jan 29, 2012
Replied 6 minutes later
There was a really cool one in a map I played a long time ago. It revolved around a light bridge that you used portals to get slanted downword at an angle where you could slip down it quickly. You would slide down to gain enough momentum to fling thru 2 other portals and get to the next area.
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Idolon
417 Posts
Posted Jan 29, 2012
Replied 16 minutes later
I believe that would be a coop map by Chickenmobile, the name of which I can't remember.
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dinnesch
105 Posts
Posted Jan 29, 2012
Replied 43 minutes later

Idolon wrote:
I believe that would be a coop map by Chickenmobile, the name of which I can't remember.

Chickentest 3
Great stuff indeed but the point of this thread is to find unused ideas to make a map that hasn't been done yet :smile:

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ChickenMobile
2,460 Posts
Posted Jan 29, 2012
Replied 9 hours later
I've made a whole lot of sketches of coop puzzles which TC will not be using. I can give you some of these if you like.

And I get a mention before I even see the post... woot!

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Spam Nugget
492 Posts
Posted Jan 30, 2012
Replied 59 minutes later
Ive experumented a bit with using monster boxes to walk onto buttons or knock over turrets, but im sure theres other thibgs to do with them too.
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spongylover123
944 Posts
Posted Jan 30, 2012
Replied 9 minutes later
A cube that attracts objects to you. And punts the player away. Like a gravity gun.
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MasterLagger
1,695 Posts
Posted Jan 30, 2012
Replied 19 hours later
Something I've done (but not released yet) is making a moving laser wall (not discouragement beam) that goes back and forth.
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Moth
225 Posts
Posted Jan 31, 2012
Replied 10 hours later

lpfreaky90 wrote:
I'm afraid hard light bridges on moving platforms aren't really gonna work :sad:

Why not?

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Lpfreaky90
2,842 Posts
Posted Jan 31, 2012
Replied 2 hours later
because hard light bridges aren't build dynamic :sad:
Their position is fixed when it is enabled. When you disable you hard light bridge, move it and re-enable it it works though!
So possibly it is possible to use a custom script to constantly disable/enable the hard light bridge to move it. But that looks odd and is bad for performance :wink:
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dinnesch
105 Posts
Posted Jan 31, 2012
Replied 43 minutes later

spongylover123 wrote:
A cube that attracts objects to you. And punts the player away. Like a gravity gun.

Something like this could be interesting, especially in coop if you'd give one player a gun to interact with gravity/special objects and the other a portal gun. Doubt it will be technically possible to add new weapons that interact with entities with the "no code access" limitation of the Portal 2 tools, though?

Thanks for the responses. ideas of 'aha moments' and simple actions with the existing test elements in a puzzle are welcome too :smile:

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spongylover123
944 Posts
Posted Jan 31, 2012
Replied 15 minutes later
Its possible, with some of hammer's i/o and some scripting.
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Mr. P. Kiwi
97 Posts
Posted Jan 31, 2012
Replied 1 hour later

I made some concepts for a coop map me and Skotty began working on, but I lost motivation... You can use the concepts though:

http://dl.dropbox.com/u/9132584/Portal% ... map_02.jpg

http://dl.dropbox.com/u/9132584/Portal% ... d_bomb.jpg
Hope you'll understand it.

P.S.
I imagined it to be a bts map, so that explains the cat-walks and the disk-room...
P.P.S.
If you don't understand the concept P.M. me, and I'll explain further, for the sake of spoilers.