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Puzzle Producing Process.

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So, as a fairly experienced mapper. I find that even though I try to think about puzzles every day, and different test elements, how to use them etc. I can never come up with a good enough puzzle idea. I was wondering what processes you use to think of ideas for puzzles. I have had no luck with this. What are some Do's and Don'ts of puzzle making? I don't want to know any mapping tips like texture alignment and leaks. Just how to come up with a puzzle. Thanks in advance.

Code: Select all<msleeper>: i'm a fat male who gets bored at sporting events

I don't think this would work for other people because my method is a bit strange.

I think of what element I want my chamber to revolve around and then I just start drawing out a chamber (really it starts out as several lines) in a birds-eye view on a sheet of paper until I see something that clicks. Then I add elements and label them by name and normally color code them to tell them apart. After that I plot out the players' path that they're supposed to take on the course through the chamber. The final thing I do is decide on the chamber style and detail (detail like observation room placement). Like I said it may not work for you, and my method probably very unprofessional sounding but that's how I come up with chamber ideas.

I guess in my opinion some do and don'ts are not to jam too many test elements into a small test chamber, and make sure each element will work well with the size of a room. (For examplae if you have faith plates and only make the player fly about 2 feet than that's no good in my opinion)

Sorry but that's really all I got, I hope I was able to help at least a little.

"...those who would break the rules and laws are reguarded as scum, but those who would abandon even one of their friends, are worse than scum." -Obito Uchiha
Youtube Channel My Workshop
My Maps/Projects:

[spoiler]Maps:
RBC 1 RBC 2
Blue Walls
Converting Propulsion
One Week Creation
Secondary Fire
Flings Speed Patience
Ongoing Projects:
Alive & Kicking: Chamber 18 Secondary Fire[/spoiler]

My best puzzle spring to mind during boring lectures or lab work where I have to sit and wait for ages to wait for something not interesting to happen. I then draw a piece of paper and draw the raw thing for a map.

in fact why not share one of my blueprints:
Image
After that I start mapping.

I also sometimes just draw something very roughly in paint and then use it to build my map on. Sometimes I just go with the flow. I feel a lot of other games can give you inspiration for puzzles as well. :)

RubyCarbuncIe wrote:
I just start drawing out a chamber in a birds-eye view on a sheet of paper until I see something that clicks. Then I add elements and label them by name and normally color code them to tell them apart.

I guess I do the very same thing - in birds-eye view before making a 3D scetch - and I color them, too. Then again I'm not that creative when it comes to making good puzzles. And I work very very slow, so that helps, as I don't have to come up with much on such short notice.

Though I guess this isn't very professional. Read this for what is supposedly the best way of coming up with puzzles (that is, if you don't already have a cool idea in your mind).

EDIT: Wow, neato, lp! Will we be seeing this masterpiece sometime soon? :P

ImageImageImageImageImageImage
Maps in Development:
[spoiler]- Penrose 04 (on hold)[/spoiler]
FourthReaper wrote:
EDIT: Wow, neato, lp! Will we be seeing this masterpiece sometime soon? :P

who knows...
Image

This page has some ideas listed on it that could be helpful.

https://developer.valvesoftware.com/wik ... _(Portal_2)

When I think of a puzzle I start with what I want the player to be doing (will it be more acrobatic or cerebral or both). Then I focus on where I want those challenges to occur chronologically (hopefully with overlapping challenges or environments that are used more than once). Then I picture how those challenges actually look and where they go. If you start with a single test element or idea you can build around it but when you build it all chronologically then the test feels more cohesive.

lpfreaky90 wrote:
FourthReaper wrote:
EDIT: Wow, neato, lp! Will we be seeing this masterpiece sometime soon? :P

who knows...
Image

Looks like you're pretty far along :D

Personally, I build puzzles the same way I design other maps. Start with a general idea, and then iterate. Think about what you want the player to see/feel/experience during your level, how it's going to 'flow' from one room to another, and what the basic elements will be to accomplish that. Then I go in and make a very basic room and ensure the puzzle elements work together; this is the part that requires a lot of iteration (I've thrown out at least 3 rooms entirely for the map I'm currently working on, because they ended up not 'feeling' completely right).
After that is the easy part, just nailing down the visual elements you want the player to experience, with detailing.

Aside from that addmittedly obvious stuff, no one can really tell you how to be creative... that's something you're going to have to work out yourself. I personally always envision how an entire level plays out in my head start to finish before i even lay a finger in any tool, but I have a constant flow of ideas for stuff like that, that never really stops. As soon as I identify something as "cool" enough to work on, I still spend quite a few days thinking through all the little details of both elements to use and the visual aspect I want to go for, and then I still have to iterate a lot once I start building. I can't explain how to achieve "imagination" lol. It's just something I have because I spend most of my time thinking about level design.

Find something that helps you kick-start your creativity. For some people, it's actually drawing it out on paper before starting (I can't do that cause im horrible at drawing). For others, it's taking a shower, going for a drive, listening to music... you have to figure out what puts you in the right mindset I guess...

ChickenMobile's Chamber creation method of success!

Step 1:
Brainstorm!
- Write anything portal puzzle related on a piece of paper
???- If you want the chamber to start around a certain theme, brainstorm around a certain element. E.g. Lasers. -> lasers can turn on relays etc. But make sure that it incorporates another element with it!
- Talk with another person about your puzzle! Ideas can massively appear when you talk with someone else.
- (optional) Look at your previous brainstorm for missed ideas which you can incorporate in

Step 2:
Mix and match!
- grab your chosen puzzle ideas and try to match them together
- this can be using words or perhaps drawing diagrams etc.
- Too many ideas or elements in one chamber can be confusing or too much for a player. If you have a lot of ideas make sure to split up your chamber into smaller chunks (many chambers)

Step 3:
Draw your concept chamber!
- Do this by a birds-eye view or by a oblique perspective drawing on a piece of paper
- Draw your puzzle elements the same every time (like a key) so you can understand them when you get back to it

Step 4:
Make your concept!
- Start making your chamber in hammer
- Do not detail
- Only put walls, floor and puzzle elements

Step 5:
Play and refine!
- Once you play-test your own map, move/add your puzzle elements etc. until your puzzle is complete
- After you are happy with all the elements, this should be the part where you get someone else to play-test your map.
- If your play-tester finds something majorly wrong with the chamber, fix it!

Step 6:
Detail!
- This is where you can move things around in order to make the chamber visually more pleasant
- Add props etc. and make sure it doesn't change your puzzle
- This should usually take the longest amount of time

Step 7:
Release in beta mode!
- There are pleanty of ways to beta test:
???- This can be done by an early release and keep on refining the map in WIP from step 5.
???- or by getting another person(s) to (critically) analyse your map while they play it.
??????- Ideally getting around 3 people to test your map will crinkle out most-all the bugs / troubles they have.
???- Some other way

Step 8:
Release the final version of your map!
- Do it!

?????????????????????????????TWP Releases | My Workshop

I suppose I'm a little ridiculous when it comes to new maps. Sometimes I think of a technique or puzzle solving method I want to train on expand on, (since most of my mod has techniques most people aren't used to)... then I make a box and put in the various elements necessary, and some how mold the room into the puzzle.
If I have no idea what technique I want to train, I just throw a couple elements in a box room, and think what could be an obstacle..... then I make one, play it.... and think how could that have been harder.
RULES:
* Every element should have to be reused at least 2 times... like a hard light bridge... do not make a button that turns on a hard light bridge which is only used to get you accross a chasm.... reuse that bridge at-least 2 more times in the puzzle, do this for every element... I also reccomend not using more than 3 elements in a given chamber.... the reuse of elements will make it look like you are a masterful puzzle designer



Also, I made a map just for you! Sunset
Click Here to view my Workshop and play my puzzlemaker maps

I've also made a couple of maps by just placing a bunch of test elements in one map. Get a general idea on how you want it to be solved, kidnap a friend, tie him to your chair and let him play the map over and over again trying to find more and more exploits.

Instead of fixing all these exploits I sometimes choose to keep a couple of these exploits because they are more fun then my original idea.

But I found that careful planning makes mapmaking a lot easier.

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