• For all Portal 2 mappers out there - when your ideas are bad
    48 replies, posted
First of all: I don't know if the title actually fits, but that could posibly be changed by a moderator. [b]Now, you may wonder what this pile of junk is![/b] This thread is for all Portal/Portal 2 mappers out there that is, like me, out of ideas! [b]So how is this going to help everyone?[/b] Post your ideas in the thread and I will put it in the OP so that everyone can make the idea. That way, you will never be out of ideas! For now, this OP is quite bare. Please help me with it, by making awesome banners and stuff like I know you can do, Facepunch! [h2]Ideas[/h2] [release] [b]Flooding Room[/b] Use boxes to get up to the exit! Contributed by: ForestRaptor [/release] [release] [b]Portal Room[/b] Use portals to get up to the exit! Contributed by: MasterG [/release] [release] [b]Wall Breaker[/b] Use momentum to knock a wall over! Contributed by: geogzm [/release] [release] [b]Anti Gravity Room[/b] Anti Gravity field that makes everything glide up to the ceiling Contributed by: geogzm [/release] [release][b]Cube Launching[/b] Use a combination of gels and portals to launch cubes at turrets to knock them over so you can proceed to the end of the level. Contributed by by CakeMaster7[/release] [release][b]White climbing[/b] A room with 2 small gel dispensers, almost completely out of the way. One is white, one is blue. All you're given are 2 portalable surfaces at the bottom of a rather large upwards shaft, get to the top. Submitted by AlfieSR[/release] [release] [b]Secret Passages[/b] You get on top of a crusher, and you get to the top to find the exit The douchebag who thought of this ideas is by Minilandstan[/release] [release][b]Cubes, Balls and Light Bridges[/b] Redirect a light bridge to make a ball bounce to you. Or keep a cube from falling in a hazard Contributed by wari65[/release] [release][b]Bridge Ball Bouncer[/b] you have to keep moving the light bridge so that the ball eventually lands with you [img]http://i55.tinypic.com/294kv2c.png[/img] the slant below the dispenser as part of the map, the black lines are spots you add a bridge to just on a bigger scale[/release] [release][b]Frankenturret Redirection[/b] Using a combination of portals and light bridges, help a frankenturret get through a short maze. Contributed by: macdoo999 [/release] [release][B]Gravity triggers[/B] There's several gravity triggers on walls, floors and ceilings around the map, when you or some other object hits one of them the gravity changes direction so it's perpendicular to the surface the trigger is on.[/release] [release] [b] CTF competetive mode [/b] Atlas and P-Body play a game of CTF, except that there's obstacles instead of guns and weighted storage cubes instead of flags. [/release] [editline]28th May 2011[/editline] So why use this thread for ideas, instead for the Portal 2 Mapping thread out there? I believe that thread should be used for the mapping itself.
I made a part in my map which was a wall you could knock in to with momentum and knock over. I used a func_physbox with motion disabled parented to a trigger that enabled motion, letting you hit it over at the right moment.
[QUOTE=MasterG;30095337][release] [b]Portal Room[/b] Use portals to get up to the exit! Contributed by: MasterG [/release][/QUOTE] Added! :v: [editline]28th May 2011[/editline] [QUOTE=geogzm;30095341]I made a part in my map which was a wall you could knock in to with momentum and knock over. I used a func_physbox with motion disabled parented to a trigger that enabled motion, letting you hit it over at the right moment.[/QUOTE]Shall I format this as an idea and add it to the OP? Added! :v:
[QUOTE=dije;30095402]Added! :v: [editline]28th May 2011[/editline] Shall I format this as an idea and add it to the OP? Added! :v:[/QUOTE] Yeah :v: An anti gravity room (has a force_push or whatever that gently makes everything in that room float to the ceiling) [editline]28th May 2011[/editline] Expanding on the antigravity idea, an area which is in space could be cool.
Idea: You are a test subject at the Aperture Science Innovators (Cave Johnson era) in the present. (Everything is clean etc). You arrive and are escorted to your test by an NPC. At the end, you are given your money and you may leave.
[QUOTE=geogzm;30095506]Yeah :v: An anti gravity room (has a force_push or whatever that gently makes everything in that room float to the ceiling) [editline]28th May 2011[/editline] Expanding on the antigravity idea, an area which is in space could be cool.[/QUOTE] [url]http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=91[/url]
Having puzzles that use the environment would be great. Examples: I can't explain this very well, so here's a seesaw puzzle. [url]http://img96.imageshack.us/img96/7639/seesawportals.png[/url] Making a piston press a button through portals. Breaking something by sending a heavy object that you can't pick up flying towards it. (By infinite loop then moving a portal unless something more creative can be thought of)
A room where you use lasers to battle sentry guns? (I mean battle like that one level in Portal 1 where you were in a gigantic room with lots of turrets and had to defeat them) It'd definitely add some interesting action, considering that Portal 2 actually has the option for real combat since it has the closest thing to a real weapon, the aimable lasers. (Using the cubes to redirect them)
I'll add all the ideas in a hour or two! Also, if possibly, I would like to see more puzzle designs! Maybe like: [release] [b]Box on button[/b] The player needs to put a box on a button which needs a staircase to be accessable. The staircase needs a laser to be powered. Contributed by: dije [/release]
Gels that cancel eachother out that need precise timing to work, you would need to use them in a certain pattern, like orange blue white blue orange or something
[release][b]Timed Gels[/b] Gels that cancel eachother out that need precise timing to work, you would need to use them in a certain pattern, like orange blue white blue orange or something. Contributed by geogzm[/release] [editline]28th May 2011[/editline] All the ideas so far: [release] [b]Flooding Room[/b] Use boxes to get up to the exit! Contributed by: ForestRaptor [/release] [release] [b]Portal Room[/b] Use portals to get up to the exit! Contributed by: MasterG [/release] [release] [b]Wall Breaker[/b] Use momentum to knock a wall over! Contributed by: geogzm [/release] [release] [b]Anti Gravity Room[/b] Anti Gravity field that makes everything glide up to the ceiling Contributed by: geogzm [/release] [release] [b]Box on button[/b] The player needs to put a box on a button which needs a staircase to be accessable. The staircase needs a laser to be powered. Contributed by: dije [/release] [release][b]Timed Gels[/b] Gels that cancel eachother out that need precise timing to work, you would need to use them in a certain pattern, like orange blue white blue orange or something. Contributed by geogzm[/release]
Fantastic thread idea. It's so frustrating when you're capable of making Portal maps, but just can't think of puzzle ideas.
[QUOTE=~ZOMG;30101208]Fantastic thread idea. It's so frustrating when you're capable of making Portal maps, but just can't think of puzzle ideas.[/QUOTE]Thanks! :buddy: I was hoping that this would come in handy for people! Goos to see that I was right!
I think there are not enough puzzles with time limits.
[release]White climbing A room with 2 small gel dispensers, almost completely out of the way. One is white, one is blue. All you're given are 2 portalable surfaces at the bottom of a rather large upwards shaft, get to the top. Submitted by AlfieSR[/release]
[QUOTE=Max of S2D;30102477]I think there are not enough puzzles with time limits.[/QUOTE] Personally, I hate time limits.
I was gonna post an idea here, but then I thought "fuck that, I like that idea and I'm gonna try and make it myself" :v:
In a test map I made, there was a fizzler that turned into a laser field when you stood on a button. Or maybe it was the other way around. It looked pretty cool at least.
[release][b]Crushers[/b] They crush you We sell them too. [/release]
Panels that raise from the floor, the player would expect an exit or something but instead the panel was holding a box with a turret in it.
[release][b]Turrets[/b] They shoot you Try getting close to that baby[/release] [editline]28th May 2011[/editline] [release][b]Doors[/b] They open They close too[/release]
[release][b]Cube Launching[/b] Use a combination of gels and portals to launch cubes at turrets to knock them over so you can proceed to the end of the level. Contributed by by CakeMaster7[/release]
[release] [b]Secret Passages[/b] You get on top of a crusher, and you get to the top to find the exit The douchebag who thought of this ideas is by Minilandstan[/release]
[release][b]Spawn Point[/b] Your map will suck like motherfucking shit without it. Contributed by The [/release]
[release][b]Cubes, Balls and Light Bridges[/b] Redirect a light bridge to make a ball bounce to you. Or keep a cube from falling in a hazard Contributed by wari65[/release]
[QUOTE=geogzm;30106144]Panels that raise from the floor, the player would expect an exit or something but instead the panel was holding a box with a turret in it.[/QUOTE] I quite like this idea. Or, perhaps, you are going towards the exit, when a panel lifts you up to another part of the map which needs to be solved, as well.
Any sort of map that requires quick, precise shooting, is very difficult, and is based around long-term conservation of momentum. And possibly requires clever ways of gaining momentum - not just a faith plate or an infinite loop, but something like falling out of a wall into a portal several times.
I'll add all of them in a min!
[QUOTE=wari65;30110523][release][b]Cubes, Balls and Light Bridges[/b] Redirect a light bridge to make a ball bounce to you. Or keep a cube from falling in a hazard Contributed by wari65[/release][/QUOTE] how about having to keep moving the light bridge so that the ball eventually lands with you [img]http://i55.tinypic.com/294kv2c.png[/img] the slant below the dispenser as part of the map, the black lines are spots you add a bridge to just on a bigger scale
[release][b]Frankenturret Redirection[/b] Using a combination of portals and light bridges, help a frankenturret get through a short maze. Contributed by: macdoo999 [/release]
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