Plz give me portal 2 mapping ideas!!!

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Gemarakup
1,183 Posts
Posted Jun 18, 2013
Replied 1 hour later
Look, people are going to only understand when they find out themselves about stuff like this. Usually, you can't get people that just want to be hand fed to understand by telling them, because they need to find out about creativity by themselves. It's not something that has being written down "How to be creative" because everyone has their own way. You can give them tips, but, they have to do the rest themselves.
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CamBen
973 Posts
Posted Jun 18, 2013
Replied 3 hours later
Ok I think the joke has gone too far, I never intended for this. Removing the link now.
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kai13XD
44 Posts
Posted Jun 18, 2013
Replied 10 minutes later
How did asking a simple question lead to arguments lol
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User
630 Posts
Posted Jun 18, 2013
Replied 1 hour later
I always wondering, how People get those "Extremely High Difficult" maps, or how they do it that only chuck norris "know" the solution.

I mean, when i make maps, i optimate them, theyre also looks really good,
But the Puzzle is always like Wheatleys first chamber.

It have a cube, a button, oh, and this extremely deadly goo. (Maybe more than wheatley)
But i really want to know, how do people these Ultradifficult maps ^^

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ChickenMobile
2,460 Posts
Posted Jun 18, 2013
Replied 8 hours later

TheTobbell wrote:
But i really want to know, how do people these Ultradifficult maps ^^

I think that difficult puzzles are the creation of a very logical mind. I could never come up with the things that Mevious does and vice versa. If Wheatley chambers are your style and people like it - then I personally don't see the problem.

If you really want to create something complex: then a co-op or team project may be for you. Bouncing ideas off another person always makes things better (or worse for the better).

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Gemarakup
1,183 Posts
Posted Jun 18, 2013
Replied 22 minutes later
Making a map like Mevious requires, "what is unexpected and original?".
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User
630 Posts
Posted Jun 19, 2013
Replied 3 hours later

ChickenMobile wrote:
TheTobbell wrote:

But i really want to know, how do people these Ultradifficult maps ^^

I think that difficult puzzles are the creation of a very logical mind. I could never come up with the things that Mevious does and vice versa. If Wheatley chambers are your style and people like it - then I personally don't see the problem.

If you really want to create something complex: then a co-op or team project may be for you. Bouncing ideas off another person always makes things better (or worse for the better).

That with wheatley was an example ^^
hm ok thanks ^^

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josepezdj
2,386 Posts
Posted Jun 19, 2013
Replied 5 hours later

TheTobbell wrote:
I always wondering, how People get those "Extremely High Difficult" maps, or how they do it that only chuck norris "know" the solution.

I mean, when i make maps, i optimate them, theyre also looks really good,
But the Puzzle is always like Wheatleys first chamber.

It have a cube, a button, oh, and this extremely deadly goo. (Maybe more than wheatley)
But i really want to know, how do people these Ultradifficult maps ^^

It doesn't really matter the theme or the elements you choose in order to create a hard or challenging map. The key is just to hide the solution efficiently *** :wink: You need to make your solution not obvious to the player. Also, experienced players normally will see your moves naturally very quickly, so you should go with a creative move or chain of them... And once you have it well defined, you need to hide it... how? usually by making the player use each of that chain's components in an usual way. Making the player think he knows the purpose for each element and he is done with it (when he's not). If there's a funnel envolved in your final chain or maneuver*, you need to give that funnel another function apart from the final chain, like to move a cube from position or make the player reach a certain place, ok?

My personal advice is: PLAY Portal2 :biggrin: Play a lot, and if possible, play to all hardest maps you find. This way, you can usually get good ideas. I think many good moves or chains pop up while you are playing and trying to figure out a solution! :wink:

You should also read Markiu's explanation about hard maps creation in response to a guy's question posted in his map Heaven's Gate thread. Here.

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Sejievan
232 Posts
Posted Jun 19, 2013
Replied 16 minutes later
I hate that.... im always had problems in come up with ideas for puzzles....
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josepezdj
2,386 Posts
Posted Jun 19, 2013
Replied 39 minutes later

Sejievan wrote:
I hate that.... im always had problems in come up with ideas for puzzles....

Then PLAY MORE :wink: As much as you play Portal2 and solve puzzles the ideas will just come! believe me :biggrin:

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Gemarakup
1,183 Posts
Posted Jun 19, 2013
Replied 3 minutes later
That's probably the best way to make puzzles. I use it.
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User
630 Posts
Posted Jun 19, 2013
Replied 1 hour later

josepezdj wrote:
It doesn't really matter the theme or the elements you choose in order to create a hard or challenging map. The key is just to hide the solution efficiently *** :wink: You need to make your solution not obvious to the player. Also, experienced players normally will see your moves naturally very quickly, so you should go with a creative move or chain of them... And once you have it well defined, you need to hide it... how? usually by making the player use each of that chain's components in an usual way. Making the player think he knows the purpose for each element and he is done with it (when he's not). If there's a funnel envolved in your final chain or maneuver*, you need to give that funnel another function apart from the final chain, like to move a cube from position or make the player reach a certain place, ok?

My personal advice is: PLAY Portal2 :biggrin: Play a lot, and if possible, play to all hardest maps you find. This way, you can usually get good ideas. I think many good moves or chains pop up while you are playing and trying to figure out a solution! :wink:

You should also read Markiu's explanation about hard maps creation in response to a guy's question posted in his map Heaven's Gate thread. Here.

oooohhhrrr Thanks! ^-^

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kai13XD
44 Posts
Posted Jun 23, 2013
Replied 3 days later
Thanks u guys I have gotten many ideas playing hard tests and Wibi Data (which is a portal 2 mod doohickey which I recommend u play). By testing these maps it gave me ideas of how to make test harder to solve but not too frustrating and have some ideas for new testing elements (which Ill post in the downloads page when I finish making them [if I can manage making them in the first place] {;D). Well I wanna thank u guys again for ur help in helping me realize that I shouldn't use creativity from others but use the creativity from my heart :biggrin: :biggrin: :biggrin: :biggrin: :biggrin: I wish I could say more than just thank you. If I have any trouble ill let u guys know on the forum. Hope I wasn't any trouble XD Cya!
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radelite
121 Posts
Posted Oct 15, 2013
Replied 3 months later
I will give you an idea

Make camras that you can use for transporting lasers from to a screen in a different room
I might make this