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#1 |
![]() Join Date: Apr 2011
Reputation: 53
Posts: 494
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This post can also be found in the Portal 2 Workshop Discussion; formerly An FYI for puzzle makers
How to make great maps A great map is well-lit, clearly laid out, appropriately sized and properly tested. The Puzzle Maker tools are awesome, but they do need to be used with some common sense! So after playing a whole bunch of custom maps recently, I just wanted to point out some things you should/shouldn't be doing, and I've split them into Map-making and Play-testing. Please note that this refers primarily to Puzzle Maker maps being released to a general audience in the Steam Workshop. Therefore these are the rules and principles you should work by in order to get the best reaction from the Community as a whole. Many of the principles, however, still apply to Hammer-enhanced/built maps and concept maps. Map-making
At Aperture Science, test subjects don't have 'Restart' buttons.
There are already dozens of thousands of maps out there. If your map is no fun, people will give up and move on.
REMEMBER: There's a difference between challenging and frustrating! Play-testing
To record demos:
To play demos:
NOTE: To be able to play the demo, you need to have subscribed to your map in the Workshop and have it downloaded in the game, as the demo needs this to play. And finally....
This isn't meant to be negative or snarky or anything, it's just meant to help. These tools are great, but they're just that - tools. They need intelligence in order to be wielded properly ![]() Additional Reading I've started to see some great topics crop up regarding Puzzle Making, so I'll list some great ones here:
Any other suggestions, drop 'em below! Last edited by domdove: 06-22-2012 at 02:40 AM. Reason: List additions |
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#2 |
![]() Join Date: Oct 2010
Reputation: 2495
Posts: 7,952
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About the first point (Size) i think the editor itself can mislead a little. I've found myself creating what in the editor seemed like an average sized room, only to find that it's in-game equivalent is Huuuuuge...
Takes a little getting used to the scale. And i'm afraid many mappers may be suffering on the same issue. So guys, no more empty Spaaaaaaaaaace!!!!! [BaDumTiss] |
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#3 | |
![]() Join Date: Apr 2011
Reputation: 53
Posts: 494
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#4 |
![]() Join Date: Apr 2011
Reputation: 53
Posts: 494
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#5 |
![]() Join Date: Oct 2010
Reputation: 2495
Posts: 7,952
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#6 | |
![]() Join Date: Jun 2009
Reputation: 15
Posts: 139
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Quote:
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#7 | |
![]() Join Date: Apr 2011
Reputation: 53
Posts: 494
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Quote:
![]() I love going to town trying to find things to fix in my map. |
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#8 |
![]() Join Date: Mar 2009
Reputation: 252
Posts: 1,100
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I found that plenty of maps include annoying/difficult to pull off jumps and cube stacking.
Now, I like maps that put some pressure on you and require some good timing and reflexes (perhaps even many gruesome deaths in the goo if you're too slow in the execution). But having to stack 3 cubes on top of each other and climb this unstable pile just to reach the exit portal is irritating and takes many tedious tries - it's not about wit or quick reflexes, it's just a frustrating test of the player's patience. Maybe I'm just clumsy, but it's definitely not fun. Overall, avoid making maps that require overly irritating and diificult to execute jumps, climbing unstable cube piles or even bunny-hopping. Last edited by Stric_Matic: 05-10-2012 at 09:24 AM. |
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#9 |
![]() Join Date: Feb 2011
Reputation: 0
Posts: 122
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I don't mean to brag or pat myself on the back, but I found I'm actually quite good and looking at all the angles like looking for simple portal solutions (and avoiding them if need be), but occasionally I cant make mistakes but that's before I publish it. It's not like anyone ever plays mine though, and that's alright; I just like building.
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#10 |
![]() Join Date: Apr 2011
Reputation: 53
Posts: 494
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#11 | |
![]() Join Date: Apr 2011
Reputation: 53
Posts: 494
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Quote:
One thing I like to do is make everything portalable, then chip away at the bits that mustn't be, leaving the map with the correct solutions, plus lots of red herring panels! |
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#12 |
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Join Date: Apr 2011
Reputation: 0
Posts: 8
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One thing That I noticed that is really important is the use of windows. You can use windows to show seperate rooms, making the map more cohesive. For instance, If a button makes a couple of turrets fling through the room, and the button is in a different room, make a window that shows the turrets. the player knows exactly what he/she did, and can than continue through the test without wondering what the f*ck he/she just did.
And make other poeple test your map, a challenge is always easier for the person that designed it than anybody else, especially for things like races with cubes. |
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#13 |
![]() Join Date: Apr 2011
Reputation: 53
Posts: 494
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Have added a bit about red herrings, btw.
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#14 |
![]() Join Date: Jul 2010
Reputation: 0
Posts: 12
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It might be a good idea to add comments to chamber after you try it, so the user creator can make edits.
I made a chamber, someone spotted something I'd missed and added a comment. I then tweaked it and republished. |
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#15 | |
![]() Join Date: Jan 2008
Reputation: 6
Posts: 256
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Quote:
I have to since I'm creating my maps this way - finding exploits and using them to continue or make them unavailable. I started my second map with a special concept in mind, but finished a very different map where nothing of the original concept has survived ... ;-) |
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