Portal Design And Detail: Difference between revisions

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{{Cleanup}}
{{Underlinked|date=January 2024}}
{{WIP}}
{{lang|Portal Design And Detail|title=Portal – Tutorial – Designing Test Chambers}}
[[Category:Level Design Tutorials]]
{{back|Portal Level Creation}}
{{toc-right}}


== Introduction ==
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.
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.


=== Step 1 ===
{{clr}}
The first step I use when making a Portal map is to first design a rough, and simple map. This is generally done with dev textures, and is completed in about 4-5 minutes. At this point, I will thoroughly play test this area, and I will determine what areas will be portable and non portable.
[[Image:tuta.jpg|right|thumb|Step 1]]


==Construction==
===The Blockout Process===
[[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}}


===Detailing Portal Placement Locations===
[[File:tutb.jpg|right|thumb|300px|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.
{{clr}}


===Rough Metal Texturing===
[[File:tutc.jpg|right|thumb|300px|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.
{{clr}}


===Gameplay Elements===
[[File:tutd.jpg|right|thumb|300px|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.
{{clr}}


===Detailing Metal Walls===
[[File:tutf.jpg|right|thumb|300px|Detailing Metal Walls (Outdated Screenshot)]]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.
{{clr}}


===Adding Interior Lighting===
[[File:tutg.jpg|right|thumb|300px|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.
{{clr}}


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


 
[[Category:Portal]]
 
[[Category:Level Design]]
=== Step 2 ===
[[Category:Tutorials]]
I will now detail the areas where portals will be placed. I have moved the top section in and added a hazard texture, and I have shrunk the floor and made it into a platform. I added a BTS scene below this platform with two pistons.
[[Image:tutb.jpg|right|thumb|Step 2]]
 
 
 
 
 
 
 
 
 
 
=== Step 3 ===
Now I add metal textures where players will not be able to place portals on. The metal textures will have standard detail for now. I will play test this section again, and find any glitches.
[[Image:tutc.jpg|right|thumb|Step 3]]
 
 
 
 
 
 
 
 
 
 
=== Step 4 ===
Now I added my doors, and triggers for the area. You can't see it, however I redid the hallway that approaches the room, so the player cannot go backwards through the map. I then play tested this area for 5 minutes and notice a few minor errors.
[[Image:tutd.jpg|right|thumb|Step 4]]
 
 
 
 
 
 
 
 
 
 
=== Step 5 ===
Now this is the part where I add detail in the metal areas. The best way I have found to do this is to first cordon off the brush, so the cordon boundary are the exact same size of the brush. Then I resize the main brush to 128*128 and texture it with the large metal texture. I copy it a few times, and shrink it down to 64*64 and texture it to the medium metal block. Then I copy it and finally I fill in all the gaps with the small metal texture. The cordon helps me do the walls in 2d mode, without being confused with the other wall.
[[Image:tute.jpg|right|thumb|Step 5]]
 
 
 
 
 
 
 
 
 
 
=== Step 6 ===
Now I finish off the rest of the section.
[[Image:tutf.jpg|right|thumb|Step 6]]
 
 
 
 
 
 
 
 
 
 
=== Step 7 ===
Next I add lights. The trick is to have them uneven. That way it is more attractive. The white texture I use is white001. I never use a 64*64 sized hole on a wall because a player can jump in it.
[[Image:tutg.jpg|right|thumb|Step 7]]
 
 
 
 
 
 
 
 
 
 
=== Step 8 ===
Enjoy, This is where I admire a job well done, and find any small bugs.
[[Image:tuth.jpg|right|thumb|Step 8]]

Latest revision as of 17:49, 19 April 2025

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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.