Plz give me portal 2 mapping ideas!!!

Quote from Gemarakup on June 18, 2013, 10:08 amLook, 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.
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.
Quote from CamBen on June 18, 2013, 1:27 pmOk I think the joke has gone too far, I never intended for this. Removing the link now.
Ok I think the joke has gone too far, I never intended for this. Removing the link now.
Aperture Science: We do our science asbestos we can!
Quote from User on June 18, 2013, 3:31 pmI 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 ^^
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 ^^

Quote from ChickenMobile on June 18, 2013, 11:35 pmTheTobbell 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).
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).

Quote from User on June 19, 2013, 3:44 amChickenMobile 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 ^^
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 ^^

Quote from josepezdj on June 19, 2013, 8:57 amTheTobbell 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
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
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!
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.
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 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 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!
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.

Quote from Sejievan on June 19, 2013, 9:13 amI hate that.... im always had problems in come up with ideas for puzzles....
I hate that.... im always had problems in come up with ideas for puzzles....

Quote from josepezdj on June 19, 2013, 9:52 amSejievan wrote:I hate that.... im always had problems in come up with ideas for puzzles....Then PLAY MORE
As much as you play Portal2 and solve puzzles the ideas will just come! believe me
Then PLAY MORE As much as you play Portal2 and solve puzzles the ideas will just come! believe me