Portal Design And Detail: Difference between revisions

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{{Back|Portal Level Creation}}
{{Back | Portal Level Creation}}
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{{DISPLAYTITLE: Portal - Tutorial - Design & Detail}}
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{{Tutorial Skill Level | skill=2}}


== 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 well planned layout, be fun to play, and be visually attractive.


=== Step 1 ===
{{clr}}
[[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 ===
== Construction ==
[[Image:tutb.jpg|right|thumb|Step 2]]
=== The Blockout Process ===
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}}
[[Image: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 3 ===
=== Detailing Portal Placement Locations ===
[[Image:tutc.jpg|right|thumb|Step 3]]
[[Image:tutb.jpg|right|thumb|300px|Detailing of Portal Surfaces]]
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}}
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 4 ===
=== Rough Metal Texturing ===
[[Image:tutd.jpg|right|thumb|Step 4]]
[[Image:tutc.jpg|right|thumb|300px|Bare Metal Walls]]
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 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 5 ===
=== Gameplay Elements  ===
[[Image:tute2.png|right|thumb|Step 5]]
[[Image:tutd.jpg|right|thumb|300px|Placement of Gameplay Elements]]
Add detail to your metal walls. See [[Detailing metal walls]] for more information.{{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 6 ===
=== Detailing Metal Walls ===
[[Image:tutf.jpg|right|thumb|Step 6]]
[[Image:tutf.jpg|right|thumb|300px|Detailing Metal Walls]]
Now, finish off the rest of the section.{{clr}}
Add detail to your metal walls. See [[Detailing metal walls]] for more information.
{{clr}}


=== Step 7 ===
=== Adding Interior Lighting ===
[[Image:tutg.jpg|right|thumb|Step 7]]
[[Image: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}}
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}}


=== Step 8 ===
=== Final Result & Minor Fixes ===
[[Image:tuth.jpg|right|thumb|Step 8]]
[[Image:tuth.jpg|right|thumb|300px|Final result]]
Admire a job well done and fix minor texture alignments and bugs.{{clr}}
Admire a job well done and fix minor texture alignments and bugs.
{{clr}}


== Detailing Metal Walls ==
[[Category:Level Design Tutorials]][[Category:Portal]]
The metal walls in [[Portal]] have a mostly consistent pattern.
 
For more information, take a look at [[Detailing metal walls]].
 
 
 
== See also ==
* [[Portal Level Creation]]
 
[[Category:Level Design Tutorials]]
[[Category:Portal]]

Revision as of 16:42, 2 August 2021

Portal Level Creation

Template:Otherlang2

Skill Level

This tutorial expects you to have this amount of knowledge within the topic to follow along smoothly.

Novice Familiar Competent Proficient Expert


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

Add detail to your metal walls. See Detailing metal walls for more information.

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.