Dos and Don'ts in designing a Portal/Portal 2 map
Do: ALWAYS optimise
Don't: make redundant puzzles, Make each one different
Don't: discourage the player by overwhelming them. You know the solution, They don't.
Do: give the player clues or indications, but don't make it too easy.
Don't: make the player do the impossible, make sure your maps work first!
Do: Make a cake that explodes on contact.
I'm getting the feeling that this has turned from "Do's and Don'ts" to "Personal Opinions" due to some of the stuff I've read, but not all of it. kwp21 pitts post is really good along with some of the others. I'm not trying to upset anyone, but could we stay on topic?
MasterLagger wrote:
Do: Make a companion cube that stabs you when your back is turned.Do: Make a cake that explodes on contact.
I disagree hevily
If nobody minds, I'm going to compile all of the serious dos and don'ts onto a txt file.
Do Play test, and Play test, and PLAY TEST! Rather it be you 10000 times, you and your friends, or whatever! Make sure you play your map as much times as possible before you declare it done. Also, make sure all your play testers are not pro. (I learned that with Blue Portals)
Quote:
I disagree hevilyIf nobody minds, I'm going to compile all of the serious dos and don'ts onto a txt file.
I was being sarcastic when I typed that last post. But you guys probably knew that.
Question: Should we add Hammer errors to the "Do and Don't" list or stick that in another thread?
Do: Use nodraw's on faces you cannot see
Do: Plan the whole chamber before starting work on it so you don't give up half way
Do: Have a friend who likes to test. Test, test. I gotta test. Test. SPAAAAAAACE!
Do: Put signs or highlighting lighting/trigger events to indicate important objects.
Don't: Release your map and not fix any major bugs people find
Don't: Change Chamber theme's mid way through a test.
Don't: Make a map too dark, unless it is the purpose of the map, to be dark.
Don't: Make a coop-partner do most of the work. Have the work evenly spread.
Also:
Do: Give Valve a big hug for making Portal 2
Dont: Hug for more than 5 seconds because that is gay
DO listen to music, or anything of the sort. A bored mapper is a bad mapper.
DON'T forget to feed yourself. A hungry mapper is a bad mapper.
DON'T end the level in death. This will only confuse players if the death is avoidable.
DON'T release screenshots if you aren't committed to the project. Studies show that people who announce their goals are less likely to achieve them.
Quote:
Don't use world portals as part of a puzzle. They're annoying. Like, incredibly annoying. Like, I hate maps that think they are neat and innovative.
What exactly do you mean?
Do: Related to the above, get players / non-mappers to be the bulk of your playtesters. Obviously having other mappers look at what you do helps as you can get design feedback, but player feedback is the most important.
Do: Use GLaDOS and companion cubes where they fit. Including them too often or not enough are both equally problematic. Players love GLaDOS and cc's when appropriately used, timed, etc so give it to them.
Do: Iterate on your chambers. The first pass is virtually never good enough to ship with, but it might be good enough after some tests to determine whether or not it's worth iterating on. Proving the fundamentals are fun, then iterating when fundamentals are solid is a good step in the right direction to making a good map.
Don't: Don't make maps that include needless skill challenges. Most of the fun in Portal is the solving of the puzzle, not performing something tedious that requires finger smashing dexterity to do (read this as twitchy execution). This is especially true in Portal 2 since it's available on consoles.
Don't: Don't go overboard with metal textures. Having a lot of white portalable surfaces is a good thing when you can manage it. It helps not only visuals, but also allows for emergent gameplay and potential extra solutions that don't compromise the puzzle's integrity.
The general trend seems to be: I want to play a fun and easy map?
Before reading all of this I wrote down my ideas and began trying to form a map. After looking back over it, it is probably way too complex for the 30 people, but the 7 would most likely find it good.
So, when designing a portal 2 map... Do we compromise our full ideas and make them really easy?
And who are we making maps for? I realize I can't play my own map because I know exactly how to beat it as I created it. I would really prefer to make maps for mappers, and not players. That way you could spend weeks trying to make a challenging map that other mappers would really enjoy. If you make a map for players it isn't really what you wanted.
Also, I've checked the ratings on another site. I noticed there was a connection. The higher the map rating the lower the difficulty, if you increase the difficulty, the rating goes down.
If you are trying to make a really difficult map, you have to accept that not everyone will enjoy it since it's not too approachable. "Medium" difficulty maps on community sites like TWP / MAL are actually a bit on the enjoyably hard side for average Portal players.
FrozenSoul wrote:
Sorry for the double post.
Don't apologize. Use the edit button.
Raph Koster would like to remind you that people find fun through mastery. Learning mechanics and then applying them successfully. In terms of Portal, this takes the form of making the player feel smart, which is an incredibly precarious and ephemeral thing. But it can be done, and done well.
Portal makes sure to teach you how to use various techniques before requiring you to use them in complex arrangements or in rapid succession. Almost universally, maps are "too hard" when the mapper expects the player to beat their head against the puzzle for ten minutes to figure it out, instead of spending ten minutes going through a series of five two-minute puzzles that build up to the final one which actually makes the player feel like they are learning and getting better.
The reason a map like the one you mention is hard for some and easy for others is because the ones for whom it's easy know the relevant mechanic already. Since the map doesn't teach them, the ones who don't know it have to grind against the puzzle until they figure out (or luck in to) the solution.
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Actually, I'm starting to see something here. Making a portal campaign. Having like 40 levels and an actual story, making characters and using custom voices. Do or don't?
Hober wrote:
I'd say don't try and bit off more than you can chew. Work in small, iterative chunks. It's better to release a 10-puzzle mini-pack than make half a 40-puzzle pack and never finish or release it.