I have some examples:
- In the original game, there were clues such as the chequered floor to let you know that you will probably create a portal on the floor and fall into it from a height. Or little signs that tell you to do a fling, etc.
But in custom maps should you have to provide those? That's giving things away, isn't it? By the end of the Portal game, people should know techniques for solving puzzles. So if you build a room that requires a fling, should you have to put some indicator or just let the player figure it out?
- It seems like a companion cube (the one with the hearts on it) should be carried with you, until either an incinerator or the end of the map. The implication is that you are going to use it over the course of several rooms, so bring it with you. A standard cube, on the other hand, seems like it could be discarded as soon as it appears like the puzzle that used it is complete. But some custom maps seem to use companion cubes willy-nilly, perhaps just because they can.
So my point is, suppose you have several rooms that require the cube to solve, and the player is expected to carry it with them to do so. Should it have the heart on it to indicate carry it with you? Suppose they go from one room to another where you can't return, but they didn't bring the cube? They are effectively trapped. Is that okay to do? They may not even realise they need the cube and try vainly to solve the room. Should you always provide a way to go back and get a cube?
- Suppose you have a hole in a ceiling, for example, and on the way down you're expected to shoot a portal into a certain spot on the wall (which you couldn't see before the fall). On the way down the first time, you don't know that. You realise it as you fall but of course you miss it. So you have you reload a saved game. Should you have to provide a way to return and try again? Isn't it unfair to expect the player to do something they can't know in advance?
I've seen on other posts where people frown on rooms where you have to die to discover something. It seems like a good portal map should be theoretically solvable the first time through without dying or being trapped. Is that a reasonable thing to expect in a good map?
Any other standards that should be adopted by custom maps? For example, I've seen some that let you shoot portals onto walls that are metal which the original game didn't let you do. And not accidentally, some of these maps do it deliberately. Custom maps should adhere to the standards in the original game, shouldn't they?


