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Portal 2

A collection of puzzle rooms made approximately 2012, in the order they were made in.

Vertigo


This was my first portal map for Portal 2 after the PeTI ingame map developer for Portal 2, it was a struggle to design a map off of nothing but ideas instead of drawing concepts and creating unique ideas.
I started this with a vertical concept which is something I'm fond of, I think it adds a different element to how Portal 2 maps are played, and it punishes the player for making mistakes in a not so severe way.

I found that the PeTI ingame developer was limited in terms of the detail you could add to the map which was irritating, I think once I get the hang of good puzzle concepts I'll import the base into Hammer (Source editor) to edit further and add some nice detail and lighting, seeming getting it the way I wanted was pretty hard and the map seems to have a dark and bland feel to it which makes it have less of a 'wow' factor which is a little bit of a shame.

The next few layouts and puzzles I make will probably continue the vertical layout style but will have more of a planned approach as apposed to the click and build method I did in this map.







Intercept


This was my second portal map for Portal 2 after the PeTI ingame map developer for Portal 2, after laying some ideas down on paper and some tricks and concepts it was easier to grasp a puzzle to make it a challenge for anyone testing the chamber. I followed the vertical concept which I began with in my first test chamber, however this time it was less based on the whole puzzle being connected and rather a collection of smaller puzzles in one map, which wasn't what I was originally trying to tackle.

Once again I found that the PeTI ingame developer was limited in terms of the detail you could add to the map which was irritating, I think another puzzle is needed to be made with the PeTI ingame developer before I move to Hammer to make my Portal 2 maps. I need to find an easier way to streamline my ideas and throw them into a playable format, it's 10 times harder to design a hard puzzle cause you need to figure it out while you make it! This map uses a variety of puzzle objects to complete the puzzles inside the chamber, I avoided using 'goos' this time around cause I hadn't thought of anything original with using them!

Never the less it was a really fun experience making another map! It was a great challenge to build and play the map. Challenges aside I'm eager to design some more puzzles!






Fizzler


This is my third portal map for Portal 2 using the PeTI ingame map developer for Portal 2, this time I decided to try a different concept other than the vertical layout.
I used a combonation of the "fizzler wall" and the "portal goo" to allow the player to try get to places around the map by casting multiple portals without having them removed by the multiple fizzler walls while also completing a series of button based basic challenges.
Once again, I felt really limited with what I could do with the PeTI developer and considered what I could do different in Hammer.

After drawing and mapping out the layout on paper and multiple notepads it was much easier to make this puzzle come to light than the other puzzles. It only took a few hours to put together once I knew everything I wanted to do, its definately essential to design everything beforehand before jumping into an editor to design half of an idea.
This has to be my favourate chamber I've made so far, both making and completing it. It's an original concept (as far as I know) and I think all the obsticles work well together.







Radiate


This is my fouth portal map for Portal 2 using the PeTI ingame map developer then finishing it off with Hammer, for Portal 2. This time I decided to try a use the tractor beams in a maze like fashion with one big puzzle instead of multiple puzzles. The larger puzzle requires the player to go through the maze a series of times punishing the player for any mistakes by making them start again, the trek back to the start can get annoying a little but I think it's a nice touch to punish the player for incorrect decisions.

Once again, I felt really limited with what I could do with the PeTI developer so I started with the PeTI developer then moved the map into hammer to finish it off. After drawing and mapping out the layout on paper the maze was a piece of cake to build, it only took about 1/2 an hour to make the whole map from start to finish. At this rate I could potentially make a new map everyday O_O but I don't think that fits in with my current schedual! I don't like the lighting of this map, I might re-do it cause it looks 'clean' but its dark at the same time.

In terms of a challenge, this map would probably be my 2nd hardest most likely the longest to complete seeming it requires the player to learn the maze. I'm not too sure weather I'll try with more maze maps.






The 60 Turret Challenge


This was my 5th Portal 2 chamber and as simple as the concept was it was the most enjoyable out of the lot! Who knew trying to get past 60 turrets would be so fun :) I will definately make a few more chambers like this, except less of a sit and wait and more of a puzzle!
The map layout was simple and was pretty much a box map with a bunch of turrets so its not something which really screams out impressive, however the challenge itself was unique and was a lot of fun.

The objective was to get a cube and ball, cover them in blue goo and watch them knock over all the turrets in the map which was pretty basic, a tactic which worked for me was to use the turrets to knock over each other, covering multiple turrets with blue goo to knock over the turrets quicker. The chamber was missing the 'puzzle' aspect and seemed quite boring towards the end, I think the concept is great but I need to expand on the idea and turn the challenge into a puzzle.







The 50 Turret Challenge


This was my 6th Portal 2 chamber and was a follow on from the last concept of a turret challenge. This time instead of one big chamber the chamber was split into a series of 5 different puzzles. The previous 'challenge' was more of a knock over all the turrets then finish the map, this challenge was more of a challenge as there were puzzles with turrets placed around the whole chamber.

The map layout was a nice combonation of highs and lows with turrets placed throughout,
I used the fizzler often to seperate the puzzles so boxes couldn't be transfered throughout the chamber. I'm not sure on the direction of the last puzzle but I think there are multiple ways of completeing the challenge. I think for the next map a more streamlined and obvious visual way to complete the puzzle will have to be implemented.