Talk:Portal level design

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So far I am very pleased with how everything is coming, and man is it coming nicely along together. So good job everyone, and thanks for all working on it.--Gear 20:45, 19 Nov 2007 (PST)

I like the new layout. Great work! --Remmiz 15:32, 20 Nov 2007 (PST)

Hey shouldn't there be an article on fling maneuvers? Like how far you fling per how far etc etc? --Darthkillyou 06:17, 21 Nov 2007 (PST)

I know that the maximum height you can achieve out of a portal is something around 900. Create a 1024x1024 room, portal ceiling and floor, jump into floor, and then put another portal on the floor, and you'll never touch the ceiling.--volt 02:40, 22 Nov 2007 (PST)

Well that would depend on the momentum you are carrying when you enter the portal, would it not? :) --Etset 02:35, 30 Jan 2008 (PST)

Detecting failed portal-launch

Is there any way of detecting if the player fires the portalgun at a given brush/target/object/whatever, but fails to create a portal there? (i.e. if it's metal, or too small) —Yar Kramer 15:08, 10 Dec 2007 (PST)

Suggested topics

I recommend a tutorial on creating a "relaxation vault", i.e. how to start up lying down in a bed (which I notice is also absent in the list of useful Portal models ...), which promptly opens up on newgame-load. I'll take some time to examine the (decompiled) first test-chamber map and see if I can't figure it out (if I can) ... —Yar Kramer 17:56, 28 Apr 2008 (PDT)

All the tutorials so far are for technical details; i.e., individual puzzle components, and there's nothing on overall design philosophy. Are any experienced mapmakers willing to share their experiences? —Walliard 13:44, 15 May 2008 (PDT)