Portal Design And Detail: Difference between revisions

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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.
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]]
[[Image:tuta.jpg|right|thumb|Step 1]]


=== Step 2 ===
=== Step 2 ===
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.
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]]
[[Image:tutb.jpg|right|thumb|Step 2]]


=== Step 3 ===
=== 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.
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]]
[[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]]

Revision as of 17:58, 11 November 2008

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Introduction

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

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.

Step 1






Step 2

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.

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.

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.

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.

Step 5






Step 6

Now I finish off the rest of the section.

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.

Step 7






Step 8

Enjoy, This is where I admire a job well done, and find any small bugs.

Step 8