7 Sins of Map Design.

Avatar
AntiVector
102 Posts
Posted Sep 04, 2013

I've been wading through some truly awful maps of late, so I need to blow off some steam. Here's a list of the mistakes amateur mappers keep persistently making, to my chagrin.

These are six things everyone hateth, and seven that are an abomination unto the Portal Community:

#7 Him that doth not think of sequence-breaking solutions.

#6 A deceitful level design that offereth unintuitive solutions.

#5 Reflexes that are swift being required.

#4 Minds that devise to leave empty space.

#3 Levels that trap innocent players.

#2 A plain test.

#1 Misaligned textures.

Advertisement
Registered users don't see ads! Register now!
Avatar
Gemarakup
1,183 Posts
Posted Sep 04, 2013
Replied 9 minutes later
Mazes, rollercoasters, bad placed models, wrong textures, 128 hallways, bad optimization, crawling tunnels, useless puzzle elements, trapdoor, no fog, no lighting, no cubemaps, no texture variation.
Avatar
WinstonSmith
940 Posts
Posted Sep 04, 2013
Replied 18 hours later
--Lights with no source.
--Bad integration of HL2 concepts. Possibly any integration of HL2 concepts.
--Lights with no source.
Avatar
CamBen
973 Posts
Posted Sep 04, 2013
Replied 1 hour later

WinstonSmith wrote:
--Bad integration of HL2 concepts. Possibly any integration of HL2 concepts.

Ahem gravitygun.

-Overconfidence in mapping skill
-Unwillingness to learn
-(Improper) use of vertex or model textures

Avatar
WinstonSmith
940 Posts
Posted Sep 05, 2013
Replied 9 minutes later

CamBen wrote:
Ahem gravitygun.

I was thinking more "OMFGZOMBIES I SHOULD TOTALLY PUT TWENTY OF THEM IN A TOO-BRIGHT ROOM WITH A METROCOP AND...UH...NON-FUNCTIONAL VORTIGAUNT YES VORTIGAUNT"

Avatar
CamBen
973 Posts
Posted Sep 05, 2013
Replied 14 minutes later
lol I see... That would indeed be one of the worst things ever.
Avatar
WinstonSmith
940 Posts
Posted Sep 05, 2013
Replied 20 minutes later

CamBen wrote:
would indeed be

You say that as though it hasn't happened.

Avatar
josepezdj
2,386 Posts
Posted Sep 05, 2013
Replied 1 hour later

WinstonSmith wrote:
CamBen wrote:

would indeed be

You say that as though it hasn't happened.

Really? In a Portal map? Pictures PLEASE ... or better, links!

Avatar
AntiVector
102 Posts
Posted Sep 05, 2013
Replied 48 minutes later

Yishbarr wrote:
Mazes, rollercoasters, bad placed models, wrong textures, 128 hallways, bad optimization, crawling tunnels, useless puzzle elements, trapdoor, no fog, no lighting, no cubemaps, no texture variation.

Yes, those are indeed specific symptoms of mappers taken by the seven sins.

WinstonSmith wrote:
CamBen wrote:

Ahem gravitygun.

I was thinking more "OMFGZOMBIES I SHOULD TOTALLY PUT TWENTY OF THEM IN A TOO-BRIGHT ROOM WITH A METROCOP AND...UH...NON-FUNCTIONAL VORTIGAUNT YES VORTIGAUNT"

I can think of ONE instance where that worked: Anyone remember Hetzchase Nailway? It worked there, but because that mod was already an acid trip, so such a jarring shift in mechanics and tone actually seemed quite fitting.

Avatar
josepezdj
2,386 Posts
Posted Sep 05, 2013
Replied 25 minutes later
I just LOVE every single bit of Hetzchase Nailway
Avatar
FelixGriffin
2,680 Posts
Posted Sep 05, 2013
Replied 5 hours later

josepezdj wrote:
WinstonSmith wrote:

CamBen wrote:

would indeed be

You say that as though it hasn't happened.

Really? In a Portal map? Pictures PLEASE ... or better, links!

There was some mod called Portal-Life that just added HL2 ragdolls to all the Portal maps without changing anything. It looked ugly and all the prop_ragdolls made the map start to lag if you shot a portal.

No offense, Seaal, if you're here, but it wasn't a very good mod.

Avatar
josepezdj
2,386 Posts
Posted Sep 05, 2013
Replied 1 hour later

FelixGriffin wrote:
There was some mod called Portal-Life that just added HL2 ragdolls to all the Portal maps without changing anything. It looked ugly and all the prop_ragdolls made the map start to lag if you shot a portal.

No offense, Seaal, if you're here, but it wasn't a very good mod.

O_o

OMG!! MY EYES!!! >.<

Avatar
BenVlodgi
633 Posts
Posted Sep 05, 2013
Replied 2 hours later
I literally loled when I read this... well done sir
Avatar
RubbishyUsername
167 Posts
Posted Sep 06, 2013
Replied 18 hours later
My first experience of HL2 was near the end of Portal: Prelude. Now that there, with those manhacks, was one of the scariest shits I have ever played with.
Avatar
User
630 Posts
Posted Sep 06, 2013
Replied 3 hours later

RubbishyUsername wrote:
Now that there, with those manhacks, was one of the scariest shits I have ever played with.

Haha, Me? perfectly

Avatar
FelixGriffin
2,680 Posts
Posted Sep 06, 2013
Replied 31 minutes later
Really? I don't remember any manhacks in Portal Prelude...weren't the enemies in the ending rocket turrets?
Avatar
User
630 Posts
Posted Sep 06, 2013
Replied 12 minutes later
Hmm, i remember (played that a LONG time ago) these manhacks, theyre coming when you defeated Glados
Avatar
Gemarakup
1,183 Posts
Posted Sep 07, 2013
Replied 1 day later
Hetzchase nailway is great, but I don't understand the storyline.
Avatar
AntiVector
102 Posts
Posted Sep 07, 2013
Replied 9 hours later

yishbarr wrote:
Hetzchase nailway is great, but I don't understand the storyline.

The thing about Hetzchase is that there really is no storyline. There was supposed to be this huge ambitious multiple-universe multiple-storyline plot, and Ian Boswell worked on disparate bits of this, but the Nailway he actually released stitched the parts he worked on together. This had a beneficial (but presumably unintended) side effect: it was completely unpredictable in an extremely engaging way. I kept playing just to see what crazy situation and setting I would be thrown into next.

Advertisement
Registered users don't see ads! Register now!
Avatar
Gemarakup
1,183 Posts
Posted Sep 12, 2013
Replied 4 days later
Don't use one trigger multiple for 2 sides of the door with fire once only, because, if you walk away from the trigger, you're stuck. Don't use wall textures on floors. Don't use textures that don't fit you're environment.