Opinions Of The New Level Maker

Avatar
UsCobra11
272 Posts
Posted May 09, 2012
Some of you have already left what you feel in some other posts about the PeTI... but here, post your honest opinion...
Like/Dislike?
Why do you like? Why do you dislike?
What do you like? What do you dislike?
What needs to be fixed?
Anything about the editor that annoys you?
How do you feel about other's maps?
Will you continue to use Hammer, PeTI, or both?
I'm interested to know your opinions
Advertisement
Registered users don't see ads! Register now!
Avatar
Lpfreaky90
2,842 Posts
Posted May 09, 2012
Replied 38 minutes later
Like:
I like the fact that it's fast and has automatic indicator lights.

Don't Like:
I don't like the 128x128x128 limitation. But I understand the reason so I can live with it.

What needs to be fixed:
AUTOSAVES! (oh and autosaves!)

Anything else that annoys me:
The fact that there are 26k maps and that there are a lot of crap maps.

I've seen amazing maps and I've seen horrible maps and all between. Too bad my favorite custom map disappeared after playing it

I will continue using both. Hammer is much better for more detailed stuff, and I wouldn't be able to make Portal Stories in the easy map maker.
The easy map maker is wonderful for just creating a nice little puzzle.

Avatar
MasterLagger
1,695 Posts
Posted May 09, 2012
Replied 23 minutes later
Don't forget you can edit maps made in the level editor by using Hammer (although there are a few kinks being ironed out).
Avatar
Wanderer2021
90 Posts
Posted May 10, 2012
Replied 21 minutes later
Like:
makes a lot of setup a great deal easier, such as the faith plates, moving platforms, and the wall panels (sort of).
Dislike:
can't make thinner walls and an apparent Item limit. I've no idea what it is, but I hit it.
What needs to be fixed:
The ability to go from the editor to hammer and back again. That was what I was looking forward to, and right now its only a one way street. I guess they got half of it.
Annoyance:
It feels restrictive in both the wall size and the props you can use. Not to mention how crazy the indicator lights can get. I put out one map, and the darned things look like weeds, running a muck over every surface they can.
I haven't delved into the workshop archives yet, so I cant say if its good or bad.
Definitely going to keep using both editors, though Hammer will probably get more love.

Overall, the easy editor is good for setting up a rough idea of what you want, but Hammer is still going to be the major work horse for the mapping community.

Avatar
spongylover123
944 Posts
Posted May 10, 2012
Replied 16 minutes later
Yes, antlines algorithm is an issue in the puzzle maker, there were many issues and I think Valve will find a way to make it more organized.
Avatar
El Farmerino
393 Posts
Posted May 10, 2012
Replied 1 hour later

UsCobra11 wrote:
Some of you have already left what you feel in some other posts about the PeTI... but here, post your honest opinion...
Like/Dislike?
Why do you like? Why do you dislike?
What do you like? What do you dislike?
What needs to be fixed?
Anything about the editor that annoys you?
How do you feel about other's maps?
Will you continue to use Hammer, PeTI, or both?
I'm interested to know your opinions

My thoughts so far:

Likes:
- Really simple to use in general.
- Super fast building of chambers and easy to make quick adjustments.
- Lots of time saved on setting up simple logic pairings.
- Does the entrances and exits for you too (hated lining those up in Hammer).
- Those big chunky blocks are really nice to work with in Hammer when fine-tuning the visuals.

Dislikes:
- Logic options are too limited - e.g. a single button can switch on a funnel or change its polarity, but not both (which I wanted to do in my current map).
- Indicator lights are messy as hell.
- No doors.
- Way too restrictive in where you can put stuff in relation to other elements (e.g. you can't put glass in the middle of a block, you can't put a laser on the side of a block that has a faithplate on top etc.)
- block size is too restrictive for many puzzle ideas.
- No doors.
- No placement helpers.
- I don't really understand how a lot of the new instances work (more a problem with me than the editor, really).

I think from now on I'll almost always be using a combination of the two, even if the only thing I do in the game editor is make the entrance, exit and walls - for those alone it saves a great deal of time, and I like working with those blocks a lot more than the crazy mess of chopped up brushes I always end up with in Hammer.

Avatar
hemotem
21 Posts
Posted May 10, 2012
Replied 16 minutes later
Like.

Simple and easy to use and quick placement of just about all the main toolset.

Dislikes:
Item Limit.
Size of map.
No real doors, yes you can use panels to make a door like divider but I would love to have REAL DOORS!
Indicator lights really need fixed or an option to not have them show. (Per button option.)
Portal Placement Helper would be nice.
Number of items linked to one object eg. Button that opens up a large hidden portable area

Overall I like the editor but will still port maps into Hammer to clean them up. Or add something that is not in the toolset.

Avatar
Domathan
35 Posts
Posted May 10, 2012
Replied 1 hour later
Like:
Easy to use
Fast to develop und test concepts
Easy "wiring"
New Paint-Droppers

Dislike:
Messy Wiring
no XoR-Logicbuttons
no Triggers
no Placementhelpers
no way to adjust the strength of a funnel.
to Restrictive Placing in some cases
- no Laser Emitter next to Grating/Glassing
- no Geldroppers above Toxic Slime
- no Ligthpanels be placable at the sidewalls of an "elevator platform-shaft"

What needs to be fixed?
My Dislikes :>

Anything about the editor that annoys you?
Needs a Free Camera Mode where you can just fly around like than you hit z in hammer.
It's annoying as fuck to build small corridors or hallways that way.

How do you feel about other's maps?
Played several of them allready.
80% are like (cute you made a map)
The most popular button sucks becouse the results are spammed with twp-maps I've allready played XD

Will you continue to use Hammer, PeTI, or both?
Definitly both.

Avatar
Kaleido
272 Posts
Posted May 10, 2012
Replied 1 hour later

lpfreaky90 wrote:
Like:
Anything else that annoys me:
The fact that there are 26k maps and that there are a lot of crap maps.

To be fair, we all knew that was going to happen...
Hopefully the rating system does a good enough job at sorting good NEW puzzles, not just the highest rated ones =\

Avatar
UsCobra11
272 Posts
Posted May 10, 2012
Replied 4 hours later
I agree with most of you. I thought auto indicator lights would be a good idea but... they don't really work out when you have a lot of test elements! All in all, I think PeTI is for showcasing a test- and only a test- how the map looks isn't important. Hammer is for the test and the map.

Yeah, there are going to be a lot of bad maps. That's why I love only Hammer maps can be uploaded here to the actual Downloads, while the peti maps are uploaded to a thread. (I think they're changing this, but oh well) In my opinion: It's good, quick, easy, and fun to use, but if your map is going to be good, it will need some work in Hammer.

Avatar
JustaLackey
50 Posts
Posted May 10, 2012
Replied 2 hours later
Likes:
Being able to make maps in Portal without really knowing anything about Hammer. Seriously, this is a godsend.

Dislikes:
-Glass can be kinda buggy and create errors when trying to build. Pretty frustrating that they let you put that glass in, but wait until you try to build to tell you there's a problem.
-Map size too small. Worse than that, doesn't give any indication as to what map size is until you hit the limit. Pretty annoying.
-Only two options for lighting. I know the main game had more, what the hell.
-Restricted to 2x2 panels.

Avatar
rock_n_rage
168 Posts
Posted May 10, 2012
Replied 44 minutes later
Likes: For me, I simply like the fact that I can make a map - I'm a Mac user, so Hammer is off limits to me. I have quickly come to appreciate what it takes to make a great puzzle. Unlike many in the workshop, I've spent the last several days going through many different changes to my puzzle and really don't want to just throw something out there for the sake of publishing a map. I would love the ability to have the TWP community review and help test a map before release but don't think that is possible.

Dislikes: Like many, the indicator lights are crazy out of control. There needs to be a way to add an autosave. For a longer, more difficult map, the tester may become to frustrated and just give up. I'd also like to be able to create a smaller block but am learning to deal with it.

Avatar
Theevina
20 Posts
Posted May 10, 2012
Replied 1 hour later
Like: It's a way to make decent maps without mapping experience.

Dislike: It's a way to make decent maps without mapping experience. I mean it has created damaging inflation on the figurative mapping economy and now the good things will be hard to find and even harder to create and have people like them. At least there will still always be a market for things like underground maps and cutscenes and other things that the editor can't do.

I wish every 128x128x128 increment won't be a seperate brush. When I exported it to use in Hammer I was horrified at its messiness.

What I want the most:
- Ruduce the brush count when compiling and exporting (by combining adjacent ones with the same faces) to improve performance and efficiency.
- Trigger volumes as a tool in the editor. They could be linked to puzzle elements like other elements can, and I don't think it would confuse the noobs that much.
- Allow more doors in the level other than the entrance and exit.
- Wheatley's famous bottomless pit as an alternative to water. Water just doesn't seem to fit the clean style so much.
- Allow some way to remove the large bservation room for expert people (like a console command) if they want to better control lighting on their own.
- Fling simulation. If the player dropped from a certain height, what would their path be out of this sloped panel? It took me a long time to get mine right with trial and error.
- Smaller brush size. I know that the grid shuoldn't be changed. But what if they have 64 and 32 unit brushes as puzzle elements? That would solve some issues.
- Allow destroyed/reconstructing styles even if it's simply different textures for portalable/non-portable surfaces and a change of lighting and music. This is not as important as the others. Obviously underground stlye wouldn't happen because the whole geodome thing would be hard to add to their system without rewriting the editor (Also, if any of this happens, what about rubble placement? That's probably too much to ask.)

Avatar
Will T.
163 Posts
Posted May 10, 2012
Replied 57 minutes later
Overall I have very much enjoyed the new editor so far. I think it's a great addition to the game and is a good way to get the community involved in content creation, as well as simplifying the basic process for existing mappers who, like me, might lose their ideas and/or motivation quickly in Hammer because it can take hours to get something that can even be compiled and played in-game, let alone a finished puzzle.

Like:
It's very easy to lay out a puzzle quickly, and I can get an idea from my head into a working chamber in minutes rather than hours. I also find that the simpler editor makes emergent design a lot easier, which is good because I don't have a lot of existing ideas and kind of need to make it up as I go.

I still really, really like the fact that a faith plate's trajectory is drawn on-screen and can be adjusted with a click of the mouse.

Dislike:
As has been said before, it's hard to judge exactly where a fling will send a player. I spent about 30 minutes yesterday tweaking a propulsion-gel-aided vertical fling in the hopes of getting it to send me to a certain height so I could land on a platform, and I ended up having to make a different solution because it simply wasn't possible with the rest of my layout.

My other concerns/complaints have already been mentioned: no regular doors between sub-tests, 128x128 is sometimes overly restrictive, etc.

What needs to be fixed:
Honestly I don't think there's a whole lot I would say needs to be "fixed" - my gripes with the editor are more from its design than anything that seems outright broken. The two things that I would say ought to be fixed, however, are that I occasionally get stuck in a position where I can't adjust my view with the mouse for some reason, and clicking and dragging things from the test-elements window doesn't always work on the first try. Objects will sometimes get "stuck" to my cursor as well when I try to place them in the level.

Anything about the editor that annoys you:
See above.

How do you feel about other's maps:
I like the maps I've played from others, and I like that I've seen people I'm familiar with in other online communities designing their own levels. Granted Sturgeon's Law definitely applies to the workshop as a whole, but with 32,000+ maps, if 10% of those maps really are worthwhile, that's 3,200 worthwhile test chambers!

Will you continue to use Hammer, PeTI, or both:
For now I'm content exploring the possibilities of the in-game editor, but I will definitely get back to Hammer eventually, especially once the in-game editor gains co-op support. For now I just want to design working puzzles; for now my only intentions for Hammer once I go back to it are adding visual appeal and possibly optimization.

Avatar
HMW
806 Posts
Posted May 10, 2012
Replied 3 hours later
I must say that I really like the way the map maker works, from a UI perspective. Valve have put a lot of thought in how to make it as simple and easy to control as possible. This is very important for beginners especially, even if it's more restrictive as a result. (128-size cells, limitations on item placement etc.)
I also like how they made it to look exactly like those cartoon-like infographics in the various videos. And little visual details like the subtle shadows in corners and under the map, and the explode animations of the puzzle items when you select them.

What I don't like, besides what's already mentioned by others, is that you always view the map from the outside. It would be very nice if there were some hover-anywhere-you-want camera, like Hammer's 3D view. I sometimes find it difficult to select things in the centre of a map because they tend to get obscured by walls or other items.

Avatar
Shane
243 Posts
Posted May 10, 2012
Replied 5 hours later
Like:

Makes it simple for novice mappers like myself to make half decent maps with ease
Refuses to compile if there are errors.
Makes positioning items really easy

Dislike

Can't alter the size of the brush, which makes some more intricate stuff impossible to do
Limited range of items (Would be cool to be able to use the 60s style of buttons and cubes).
Limited range of textures
Placing death goo sometimes causes level bugs, like you'll walk to a random point in the map with no death goo and just die
Item limit prevents me creating chambers with the complexity I'd really like

Avatar
RustyDios
154 Posts
Posted May 10, 2012
Replied 31 minutes later
My Opinions
||Like/Dislike?
I like it.

Why do you like? Why do you dislike?
Its so easy to use. Everything seems to have been thought about for easy use. It's like Hammers baby sister.

What do you like? What do you dislike?
I like the way it looks, how the elements explode outwards. How easy it is to build a chamber, sling in some test elements and see what works well with what. I laughed when I first "disconnected" something, the heartbreak animation was just so funny!

What needs to be fixed?
So far every time it autosaves, Portal2 crashes. I think it's an issue with my stupid slow PC, I haven't come across any threads yet describing this problem elsewhere.

Anything about the editor that annoys you?
The background music really gets on at me, not sure why. I keep pushing "z" to go flying around! Viewing/selecting some things can be tricky once you have walls/rooms in place. It needs a free fly mode.

How do you feel about other's maps?
To be honest I'm loving the 30k+ new puzzles/maps.... but.. everything is starting to look a bit boring. The clean style is starting to look old. At least there are some non-editor maps in the workshop (and thus my queue) to spice things up.

Will you continue to use Hammer, PeTI, or both?
I've spent a good part of this year learning to use Hammer! (still learning it too!) So far I'm still eager to finish at least one Hammer map (the one I'm working on). Then I think it will be a case of using both. Puzzle testing/design in PeTi, export/rebuild and polish in Hammer. For me its a case of "learning to drive". No point in learning to drive, then taking the bus everywhere. Unless you are driving the bus.||

Just saving space ^

Avatar
ChickenMobile
2,460 Posts
Posted May 11, 2012
Replied 11 hours later
Like:
- How you can map out ideas simply and easily- Faith plate visual trajectory! ZOMG- Members in mod team can now create their puzzle ideas when they couldn't use hammer- They added new instances... like the robo ramp stairs!
Dislike:
- You can upload a broken unsolvable map to the workshop- Members in mod team can now create their puzzle ideas when they couldn't use hammer- No coop maps allowed in the workshop. ( I R pissed)- When trying to open in hammer: 128x128x128 blocks annoying as hell to work with!- Lack of options for element linkage- Indicator lights. seriously Wth.- No customising the numbers appearing on lightboards!
So what I'm getting at here:
Like: Hammer
Dislike: New Editor
Avatar
Theevina
20 Posts
Posted May 11, 2012
Replied 3 hours later
Is there any way we can get Valve to see this thread? I don't know if they have a suggestions form.
Advertisement
Registered users don't see ads! Register now!
Avatar
JustaLackey
50 Posts
Posted May 11, 2012
Replied 8 hours later
You could just start a thread on their forums with your list of criticisms. If it's people like it, they should respond enough to get Valve's attention.