Portal 2 Guide

Tips of making a map for Portal 2

Tips of making a map

Overview

Im just a big fan of portal2,the puzzlemaker attracted me deeply,since I try to make my first map,I fell in love with making maps,which is full of challenging and happiness.I have made 21 maps so far,I m very appericiated when the players give me some comment or thumb up.I will talk about some tips of making maps,and what you should do,or not to do.I will tell you the details. 我只是个portal2的狂热粉丝,正版游戏自带地图编辑器深深吸引了我,自从初步尝试了一张小型地图之后,便彻底爱上了做地图这个充满挑战和喜悦的事。目前为止做了21张属于自己的地图,当我看到有玩家给我反馈或好评的时候,我都充满感激,毕竟有玩家喜欢我做的地图我就很知足了。我会说一些做地图的技巧和禁忌,尽量精辟。

Say something随便说说

How to make a good map, first you have to keep in mind the functions of every elements, and how to use them. Such as piston platform, If not connect any buttons is an automatic elevators; then, for example, the time-limit button you should calculate a balanced time, time is too long, is worse then dont use time limit; too short, the players do not understand what to do, and not enough time on the some of the slow response players is very unfriendly. As for beemod,a advanced puzzlemaker,if you are a novice, I recommend you should starting with puzzlemaker , when you very skilled and released a lot of good map, you can try beemod, which you can set traps,some logical elements, for example, press the button to open the door downstairs, then press another button on the top floor can close the door. This is the advantage of beemod. By the way, The size of the map must be carefully designed, not blindly make the map larger and larger.. The correct way is , determine a good element layout, reduce the unnecessary space,, because players will have doubts,why leaving so much space to me . For example, this map reduced all unnecessary space, so I added a lot of puzzle elements. Also, the problem of excess white surface. Stressed the important white surfaces, a good way to emphasizing that is to use light strip. Excess white surfaces will let players have multiple ideas and various possible methods to solve the puzzle, it is possible to place portals in white surfaces and directly reach the exit,this is what you dont want to see it happens , after numerous tests, I advise you not to leave too much white surfaces. Destroy your brilliant design by use white surfaces, is simply too easy.如何做好一张地图,首先你要先牢牢记住地图的每个元素有什么用,怎么用。比如活塞平台,不连接任何按钮就是一个自动升降电梯;再比如说,限时按钮,你要计算好时间,时间太长,还不如不要时间;太短,玩家不明白要做什么,而且时间不够对一些反应慢的玩家是很不友好的。至于beemod,我觉得新手还是不要用,先从自带编辑器做起,使用很熟练了而且发布了很多好图,你就可以尝试beemod了,可以设置陷阱,还有一些逻辑元素,比如,在楼下按按钮开门,上顶楼之后按另外一个按钮可以关门。这个就是beemod的优点了。
再说一个细节。做地图的尺寸是一定要仔细设计的,并不是一味的把地图拉大拉大再拉大。正确方法是先弄大一点,确定好元素布局,一边做一边缩小尺寸,,因为不必要的空间会让玩家产生疑惑,留这么大的空间给我干嘛。举个例子,[link]这个地图就是缩小了所有没必要的空间,所以就增加了很多解谜元素。还有,地图的多余白墙问题。强调重要的白墙,用灯条强调就是一个很好的方式。多余的白墙会让玩家有多重思路和多种可能的解谜方法,很可能直接开洞走到了出口,经过无数次实际测试我觉得还是不要留过多的白墙。利用白墙破坏你辛苦设计出的机关,简直太容易了。

What you should do and not do你要做的和你不能做的

how to play this game?locate the exit, open the exit , and reach the exit . So it is neccesary to set the exit door in visible places, do not set it out of players sight. Also, clear directions is important, at least not too complicated, such as the laser,cubes, button,excursion funnel,occured together, players do not know what to do, and they do not know how to get the exit or open the exit , so your map is failed. This involves an ant line problems, try to do the connection of stuff and triggers are visible, players can know when the button pressed what will happen.
Clearly visible puzzle is very important. I have friends and play a dark maze in the dark claustrophobic maze of complex around for a long time to find a button to actually open yet another maze entrance. My friend and I stuck with ten minutes and finally gave up. So to remind you do not do the maze map, even if you like Maze. I tried to go on a person by another person in the above guidelines maze, and the maze as short as possible, with a clear bezel, but I feel the effect is not very good. So do not build the maze.

  • You must do is to avoid any appearance gone points. Gone is the player to reach a point where they found it impossible to go back. In this case the player can only re-start the game, the mood is certainly very depressed. For example, players fall into a hole, the hole is no white walls and no springboard and the like, this hole must exist, I would suggest adding a white wall in the cave or deadly laser. This is the primary point gone, there are some that deserves careful consideration is, players do not accidentally pick up a box him into the hole, never get it, and the dropper is no longer automatically fall cubes this is also equivalent gone points. Also,if the cube destroyed,players get into the trap without carrying the cube, what should he do? Make sure avoid these cases .

此游戏的通关要求是,确定出口位置,打开出口大门,到达出口大门。这就要求出口大门设置在玩家可见的地方,千万不能设置在玩家视线以外。还有,地图的指向性要明确,至少不能太繁杂,比如一个地图的激光漩涡箱子按钮白墙,堆在一起,玩家不知道要干嘛,而且再加上不知如何到达出口和打开出口大门,玩家就直接不玩你的地图了。这里涉及到一个蚂蚁线问题,尽量把按钮和触发体做得可见,让玩家知道这个按钮按下去会发生什么事。
谜题清晰可见是很重要的。我曾经和朋友玩了一张黑暗迷宫图,在幽闭复杂漆黑的迷宫里绕了好久找到一个按钮,居然又打开另一个迷宫入口。我和朋友坚持了十分钟终于放弃了。所以提醒大家千万不要做迷宫地图,尽管你喜欢走迷宫。我曾经尝试了一人下去走迷宫另一人在上面指引,[link]而且把迷宫尽可能缩短,加上明显的挡板,但是我感觉效果也不是很好。所以还是别搞迷宫 。

  • 你一定要做的是,避免任何一去不返点的出现。一去不返点就是玩家到达一个地方,却发现无法回去了。这个时候玩家只能重新开始游戏,心情肯定很郁闷。比如玩家掉进一个洞,洞里没有白墙也没有跳板之类的,这个洞必须存在的话,我建议在洞里加一个白墙或者致命激光。这个只是初级一去不返点,还有一些值得仔细考虑的是,玩家拿起一个箱子却不小心把他丢到洞里,再也拿不到了,而且方块掉落器不再自动掉落方块,这个也相当于一去不返点。还有,方块销毁怎么办?玩家没有拿方块就进了陷阱怎么办?一定要避免啊。

How to adapt a map如何改编一张地图

Adapted map is learn from others, to continue working on this basis, the proportion of processing what percentage is worth pondering, in short, depending on the difficulty of this map. Sometimes just adding one item can make a lot of difficulty lifting, on the contrary, add too much may make players confused, so adapt maps is also a challenging task. This map is a map of where I draw a winter shut adaptation and improve a lot of difficulty 改编就是借鉴别人的地图,在此基础上继续加工,加工比重占多大比例值得深思,总之取决于这个地图的难度。有时候只需加一个物品就能让难度提升许多,有时候改造太多反而让玩家无从下手,所以改编地图也是个充满挑战性的工作。[link]这张地图就是我借鉴winter地图的其中一关改编而成,难度提高了不少

Map Size Matters地图尺寸问题

There are some things that will be updated in the future, now talk about map taboo. First, the size of a map can not do too much, too much will cause the player resentment map, and there is no one clear point, walk in the whole map need five minutes, the player will be impatient, such as this map is a typical failure, although nice design, however, the map is too big, the players go back and forth is spend more time than thinking with the puzzle, I hate this kind of map还有一些东西以后会更新,现在说做地图的禁忌。首先地图不能做太大,过大的地图会引起玩家的反感,而且没有一个明确的指向,绕一圈地图都要5分钟,玩家会不耐烦的,比如这个地图 [link] 这就是个失败的典型,虽然设计不错但是,地图太大,玩家来回走花费的时间大于解谜思考的时间,反正我碰到这种类型的都是直接退出不玩了。还有一种大型地图,是分割成很多小块,这样的解谜方式会让玩家可以接受,也是官方团队普遍使用的方法。比如这张地图 There is also a large size map is divided into many small pieces, this will be accepted by players.is also commonly used in the official team. For example, this map I personally like this map, the only regret is the final hurdle I was in trouble, too difficult. [link] 我个人很喜欢这个地图,唯一遗憾的是最后一关陷入了困境,难度太大。
Summary of the previous paragraph, , clever design does not necessarily make the map very huge. Maps size can not do too much, what about small map? This is a small map, players only need to think, do not walk around too much, reduce a lot of the time, the player’s attention completely focused on how to solve the puzzle, it will be full of interest. The only drawback is players will have different degrees of repression总结上一段,把地图做很大并不是设计巧妙的前提,巧妙的设计不一定要把地图做得很庞大。不能做太大的地图,小地图呢?[link]这就是小型地图,玩家只需要思考,不要过多的走动,减少了很多时间,玩家的注意力完全集中在如何解谜,所以会充满兴趣。唯一的缺点就是,小地图会让玩家产生不同程度的压抑感,幽闭恐惧症慎入。
第一次发布指南,先写这些,以后肯定会补充的,谢谢。

Tips on how to use unconventional thing如何运用冷门技巧

unconventional way to solve tests can increase the level of difficulty. For example, this map, friends say its too hard, Because they did not think of people standing on the elevator running up a upward inertia. Using inertia to jump up, and then opening the light bridge, player will be able to steadily stand on the bridge, this inertia is I inadvertently discovered, can be considered unique and innovative individuals ! Haha.冷门技巧,可以增加关卡的难度。比如说这个地图,[link]朋友都说过不去,原因在哪?因为他们没想到人站在向上运行的电梯上有一个向上的惯性。运用惯性向上跳,再开光桥,就能稳稳落到光桥上了,这个惯性也是我无意间发现的,也算是个人独特的创新吧!哈哈。

cooperation map关于双人地图的问题

Make a cooperation map is more difficult than make singleplayer map. because of the author’s thinking must be dispersed into two, the Blue and Orange should have two ideas, but also the depth of cooperation. I have so far created a full evaluation of the co-op map, this map is to come: first I make the map as single player ,I think co-op would be more interesting, so went ahead and receive universal praise, also fixed some bugs, but I kept this bug the ball through the iron mesh ,.Im on purpose 双人地图比单人的难做,因为玩家的思维必须分散成两份,蓝方和橙方都要有解题思路,而且还要深度配合。我目前为止创作了一张满星评价的双人图, [link]这个地图是这样来的:先做了个单人版本的,感觉改成双人的会比较有意思,所以说干就干,改完后得到普遍好评,期间也把一些bug修复了,但是圆球穿过铁网这个bug被我保留了,我故意的。
recommend this map, is quite good, there is no extra modification, thinking with puzzle and map size is proper,and require cooperate very well. Personally liked his design.还有推荐一下此人的地图,[link]这个地图也是相当不错的,没有多余的修饰,解谜思考和地图尺寸成正比,而且要求两人深度配合。个人很喜欢他的设计。

Make a Map With Hammer 用锤子做的地图

First, I dont know how to use hammer, unfortunately. Hammer is a advanced tool to make maps, of course a lot of work, modeling, event, boxes falling trajectory can spend a considerable amount of time. Figuratively, I use the puzzlemaker to do 1 hour release, and the hammer may have to do one week in order to better map. I personally like to recommend a map. Hammer and comes editor advantages and disadvantages, the first hammer made out of very fine map, players will indulge in map design and landscape, the disadvantage is that the heavy workload of a person’s efficiency, make a map spend very long time, and the high threshold hammer, unfriendly interface. Advantage comes editor is user-friendly, fast creation, within two hours I was published three maps, and the idea is very nice. Disadvantages It goes without saying, you can not achieve some level events, environment is not beautiful.首先我不会用锤子,很遗憾。锤子是个专门开发地图的软件,当然工作量很大,建模,事件,箱子掉落轨迹,都可以花费相当多的时间。打个比方,我用编辑器做的图1小时就发布了,而锤子做的地图可能要一星期才能做好。推荐一个我个人非常喜欢的地图。[link]锤子和自带编辑器各有优缺点,首先锤子做出来的地图很精致,玩家会沉醉于地图的设计和风景中,缺点就是,工作量太大,以一个人的效率,做出一张地图的时间太长,而且锤子门槛很高,界面不友好。自带编辑器的优点是界面友好,创作速度极快,我曾经2小时内发布了3张地图,而且构思都很巧妙。缺点不言而喻,不能实现一些高级事件,环境不够精美。

Special thanks特别感谢

Several contributors to the right is of great help for me, in alphabetical order, some of them to accompany me to test the map, I had not encountered hurdles will help me to solve together, and some provide some fantastic puzzle thoughts and ideas, I went to practice these maps clever idea, give me great help. There are people responsible for carefully evaluating my map, where good, where there are bug, see that all people who love portal2, and they are always by my side, giving me the motivation to continue creating. Released a new map called them to go play, test, I found the problem and then change. Of course, I also play their maps, learn from each other, critique each other, and progress together.右边的几个贡献者都是对我有很大帮助的,排名不分先后,他们之中有的人陪我一起测试地图,我碰到不会过的关卡也会帮助我一起解决,有的人提供一些绝妙的解谜想法和思路,我去地图实践这些巧妙的构想,给我很大帮助。还有的人仔细负责地评价我的地图,哪些地方不好,哪些地方有bug,看得出来都是热爱portal2的人,而且他们始终陪伴在我身边,让我有继续创作的动力。发布了新地图就叫他们先去玩玩,测试一下,发现了问题我再改。当然我也有玩他们的地图,互相借鉴,互相批判,一起进步。

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