Overview
This guide describes some simple methods for creating and understanding logic for puzzles in Portal 2’s in-game editor, including a brief discussion on how to prevent unintended maneuvers. (Note: this is a guide for creating puzzle-logic. Advice for producing better lighting is not included.)Written by: Turrets TurretEnglish edited by: RedSilencerPlease provide feedback in the comments section.
The Construction
What makes a puzzle “good”? The logic of a “good” puzzle. Even if it is created within a chamber that is big or small it can still make the player stop and think about the next step. Because a puzzle with logic often has many different parts, it is important to make the puzzle easier in the beginning than in the end, as though it has an introduction and a climax. All of the elements the player must use to complete the puzzle should be clearly visible and seen from as many angles as possible to not make the puzzle harder than what it needs to be.
Dividing a puzzle into multiple parts/steps forces the player to consider what needs to be done next. Although it is important that the solution should require some amount of reuse of the elements spread throughout the chamber so that the player wont only use the main elements once, but one should avoid implementing solutions that require the player to repeat steps performed earlier in the puzzle.
An example of a puzzle created with few different parts:
It is easy to create a puzzle with many steps. The more objects included in the chamber, the more complicated the logic will become (assuming the creator understands what it is they are creating). However, this is not a preferred design method. Players will become confused if too many elements are presented to them, which is why it is better to create logic using as few objects as possible.
Here are some examples of puzzles with many steps, created with very few elements.
By RedSilencer
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By Mevious
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By Demon Arisen
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By YUKI_67
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How is it possible to create logical steps in a puzzle using a small number of objects? Remember that a player can use the same elements in different ways and for different reasons. These “different ways” can then be combined to form the steps in a puzzle. Some easy examples:
- A button can be activated by the player or a cube
- A light bridge can assist a player to cross a gap or can be used to raise a cube off of a button to deactivate it
- Gel can be moved around by funnels or portals and can be placed on light bridges
- Repulsion gel can be used to bounce the player or objects such as cubes and turrets
Here are some examples of puzzles which use objects in different ways:
By NeonFusion
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By Goat
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By Turrets turret
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Puzzle Ideas
It can be difficult to begin making a puzzle. A puzzle idea is the core of the puzzle and it should be creative. Seeking inspiration is completely necessary to begin the creative process. Inspiration can be gathered through experience, whether by playing others’ maps or practice using the in-game editor.
Listed below are some methods that can be used to create better logic for puzzles.
- Start with an easy puzzle. Then, make it harder by adding steps.
Example:
The difference between these 2 puzzles is the steps required for the ending. Although they are both playable puzzles, the one on the left is easier than the one on the right because it has more steps.
- Start with a puzzle that has many solutions. Then, prevent some of those solutions by removing objects and making changes.
Example:
This puzzle was created by adding many objects and subjecting what was created to playtesting. After a possible solution was discovered, some elements were removed and what remained was a complete puzzle!
- Experiment in others’ finished puzzles to get ideas, even if these ideas do nothing useful in the context of the puzzle.
Example:
In my map “First Try”, I combined some tricks involving gel and light bridges after experimenting with these 2 elements in their “non-logic” form.
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Unintended Solutions
Sometimes, players will attempt to complete a puzzle by performing maneuvers that were not intended to be performed by the original map-maker. Depending on how easy the problematic maneuver can be performed, it may be necessary to add or remove objects to prevent an undesired solution.
Simple methods for finding design flaws before publishing as public:
- Many game devolepers says that puzzle design is the part of the game that needs the most playtesting. So Playtest your map as though you were a new player. Try to “break” the puzzle by doing random tricks and seeing what happens.
- Ask a friend to playtest it for you. Publish the file as hidden and add the friend as a contributor, so only you and he may see the published file.
If the unintended maneuver is of the same difficulty as the maneuvers in the intended solution, it is entirely optional to keep it in. But, fixing an unintended solution is not as easy most of the time. Creating a puzzle can be just as difficult as solving one, so be clever when designing the first version.
Every object has multiple functionalities. Here are some examples of objects being used to prevent unwanted maneuvers:
Timers can be activated by the player (but not by a cube).
Example:
If a regular button were used instead of this timer, a cube could be used to deactivate the fizzler while the player was free to walk around to other places. This is, for logical reasons in the puzzle, a problematic maneuver to allow. A timer is instead used to force the player to only be able to deactivate the fizzler for a set amount of time, preventing the problematic maneuver.
Turrets can prevent players from entering areas prematurely or until the turret has been disabled.
Example:
The placement of this turret disallows the player from entering from its front-side. The player may need something that it is guarding, but can’t gain access to that area before the turret is knocked over from its blind side.
A map to showcase some different ways of disabling turrets:
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Glass walls may be used to prevent portal shots (and anything emitted from them) from passing through an area, but allow laser to pass.
Example:
More To Learn!
This has been a guide about making the logic of puzzles, but there is still more impotrant things you should learn about. To learn more about other important aspects of puzzle design, check out these guides:
by wildgoosespeeder
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by RectorRocks
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by p0rtalmaster
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by Adreos
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