Portal Design And Detail: Difference between revisions

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== Introduction ==
{{Underlinked|date=January 2024}}
The most important thing in any map is design and detail. This is especially important when making a portal map. A portal map needs to have a good layout, be fun to play, and be visually attractive.
{{lang|Portal Design And Detail|title=Portal – Tutorial – Designing Test Chambers}}
{{back|Portal Level Creation}}
{{toc-right}}


=== Step 1 ===
The most important thing in any map is design and detail. This is especially important when making a [[Portal]] map. Such a test chamber map needs to have a well planned out layout, be fun to play, and be visually attractive for the player.
[[Image:tuta.jpg|right|thumb|Step 1]]
The first step to use when making a Portal map is to first design a rough, and simple map. This is generally done with dev textures, and it is generally completed in about 4-5 minutes. At this point, you should thoroughly play test this area, and determine what areas will be portable and non portable.{{clr}}


=== Step 2 ===
{{clr}}
[[Image:tutb.jpg|right|thumb|Step 2]]
Now detail the areas where portals will be placed. I moved the top section in and added a hazard texture, and I shrunk the floor and made it into a platform.{{clr}}


=== Step 3 ===
==Construction==
[[Image:tutc.jpg|right|thumb|Step 3]]
===The Blockout Process===
Now add metal textures where players will not be able to place portals on. The metal textures will have standard detail for now. Play test this section again, and find any glitches.{{clr}}
[[File:tuta.jpg|right|thumb|300px|Basic Test Chamber Blockout]]
The first step to use when making a Portal map is to first design a rough, and simple map. This is generally done with dev textures, and it is generally completed in about 4-5 minutes. At this point, you should thoroughly play test this area, and determine what areas will be portable and non portable.
{{clr}}


=== Step 4 ===
===Detailing Portal Placement Locations===
[[Image:tutd.jpg|right|thumb|Step 4]]
[[File:tutb.jpg|right|thumb|300px|Detailing of Portal Surfaces]]
Now add doors, buttons, catchers, and triggers for the area. Now play test the section thoroughly. It will be very difficult to modify the detailed walls afterwards.{{clr}}
Now detail the areas where portals will be placed. I moved the top section in and added a hazard texture, and I shrunk the floor and made it into a platform.
{{clr}}


=== Step 5 ===
===Rough Metal Texturing===
[[Image:tute.jpg|right|thumb|Step 5]]
[[File:tutc.jpg|right|thumb|300px|Bare Metal Walls]]
Now, add detail in the metal areas. See [[Detailing metal walls]] for more information.{{clr}}
Now add metal textures where players will not be able to place portals on. The metal textures will have standard detail for now. Play test this section again, and find any glitches.
{{clr}}


=== Step 6 ===
===Gameplay Elements===
[[Image:tutf.jpg|right|thumb|Step 6]]
[[File:tutd.jpg|right|thumb|300px|Placement of Gameplay Elements]]
Now, finish off the rest of the section.{{clr}}
Now add doors, buttons, catchers, and triggers for the area. Now play test the section thoroughly. It will be very difficult to modify the detailed walls afterwards.
{{clr}}


=== Step 7 ===
===Detailing Metal Walls===
[[Image:tutg.jpg|right|thumb|Step 7]]
[[File:tutf.jpg|right|thumb|300px|Detailing Metal Walls (Outdated Screenshot)]]
Next add lights. The trick is to have them uneven. That way it is more attractive. The best white texture to use is white001. If your hole is 64x64 or larger, place an invisible-textured block in it to prevent the player or boxes from getting into it.{{clr}}
Add detail to your metal walls. See [[Detailing metal walls]] for more information. Generally, you will want to have smaller metal blocks on the bottom, and bigger on the top.
{{clr}}


=== Step 8 ===
===Adding Interior Lighting===
[[Image:tuth.jpg|right|thumb|Step 8]]
[[File:tutg.jpg|right|thumb|300px|White Wall Lighting]]
Admire a job well done and fix minor texture alignments and bugs.{{clr}}
Next add lights. The trick is to have them uneven. That way it is more attractive. The best white texture to use is white001.
{{clr}}


== See also ==
===Final Result & Minor Fixes===
* [[Portal Level Creation]]
[[File:tuth.jpg|right|thumb|300px|Final result]]
Admire a job well done and fix minor texture alignments and bugs.
{{clr}}


[[Category:Level Design Tutorials]]
[[Category:Portal]]
[[Category:Portal]]
[[Category:Level Design]]
[[Category:Tutorials]]

Latest revision as of 17:49, 19 April 2025

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January 2024
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Portal Level Creation

The most important thing in any map is design and detail. This is especially important when making a Portal map. Such a test chamber map needs to have a well planned out layout, be fun to play, and be visually attractive for the player.

Construction

The Blockout Process

Basic Test Chamber Blockout

The first step to use when making a Portal map is to first design a rough, and simple map. This is generally done with dev textures, and it is generally completed in about 4-5 minutes. At this point, you should thoroughly play test this area, and determine what areas will be portable and non portable.

Detailing Portal Placement Locations

Detailing of Portal Surfaces

Now detail the areas where portals will be placed. I moved the top section in and added a hazard texture, and I shrunk the floor and made it into a platform.

Rough Metal Texturing

Bare Metal Walls

Now add metal textures where players will not be able to place portals on. The metal textures will have standard detail for now. Play test this section again, and find any glitches.

Gameplay Elements

Placement of Gameplay Elements

Now add doors, buttons, catchers, and triggers for the area. Now play test the section thoroughly. It will be very difficult to modify the detailed walls afterwards.

Detailing Metal Walls

Detailing Metal Walls (Outdated Screenshot)

Add detail to your metal walls. See Detailing metal walls for more information. Generally, you will want to have smaller metal blocks on the bottom, and bigger on the top.

Adding Interior Lighting

White Wall Lighting

Next add lights. The trick is to have them uneven. That way it is more attractive. The best white texture to use is white001.

Final Result & Minor Fixes

Final result

Admire a job well done and fix minor texture alignments and bugs.