Portal Design And Detail: Difference between revisions

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


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


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=== 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 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.
[[Image:tutc.jpg|right|thumb|Step 3]]
[[Image:tutc.jpg|right|thumb|Step 3]]


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=== Step 4 ===
=== 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.
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.
[[Image:tutd.jpg|right|thumb|Step 4]]
[[Image:tutd.jpg|right|thumb|Step 4]]


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=== Step 5 ===
=== 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.
Now, add detail in the metal areas. The best way is to first cordon off the brush, so the cordon boundary are the exact same size of the brush. Then resize the main brush to 128*128 and texture it with the large metal texture. Copy it a few times, and shrink it down to 64*64 and texture it to the medium metal block. Then copy it and finally fill in all the gaps with the small metal texture. The cordon helps make the walls in 2d mode, without being confused with the other walls.
[[Image:tute.jpg|right|thumb|Step 5]]
[[Image:tute.jpg|right|thumb|Step 5]]


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=== Step 6 ===
=== Step 6 ===
Now I finish off the rest of the section.
Now, finish off the rest of the section.
[[Image:tutf.jpg|right|thumb|Step 6]]
[[Image:tutf.jpg|right|thumb|Step 6]]


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=== Step 7 ===
=== 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.
Next add lights. The trick is to have them uneven. That way it is more attractive. The best white texture to use is white001. Generally, you should never use a 64*64 sized hole on a wall because a player can jump inside of it.
[[Image:tutg.jpg|right|thumb|Step 7]]
[[Image:tutg.jpg|right|thumb|Step 7]]


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=== Step 8 ===
=== Step 8 ===
Enjoy, This is where I admire a job well done, and find any small bugs.
Admire a job well done and fix minor texture alignments and bugs.
[[Image:tuth.jpg|right|thumb|Step 8]]
[[Image:tuth.jpg|right|thumb|Step 8]]

Revision as of 18:30, 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 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.

Step 1






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.

Step 2






Step 3

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.

Step 3






Step 4

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.

Step 4






Step 5

Now, add detail in the metal areas. The best way is to first cordon off the brush, so the cordon boundary are the exact same size of the brush. Then resize the main brush to 128*128 and texture it with the large metal texture. Copy it a few times, and shrink it down to 64*64 and texture it to the medium metal block. Then copy it and finally fill in all the gaps with the small metal texture. The cordon helps make the walls in 2d mode, without being confused with the other walls.

Step 5






Step 6

Now, finish off the rest of the section.

Step 6






Step 7

Next add lights. The trick is to have them uneven. That way it is more attractive. The best white texture to use is white001. Generally, you should never use a 64*64 sized hole on a wall because a player can jump inside of it.

Step 7






Step 8

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

Step 8