Escapist Testing Initiative (Portal 2 Custom Map Archive & Challenge Circuit)

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V8 Ninja

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After finishing my "The Pit" map, I decided to attempt to create an easier and simpler test chamber, which resulted in The Broken Button [http://steamcommunity.com/sharedfiles/filedetails/?id=74972314]. My difficulty estimate is a 3/5, mostly for the final section being tricky to perform.
 

Bad Jim

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I've just done another map. I call it "Trick of the Light".

http://steamcommunity.com/sharedfiles/filedetails/?id=75109882

I reckon this is a pretty hard puzzle. I set it up without knowing whether it was solvable and played it to see if it was. I did solve it of course, but it took me a long time.
 

Lord_Ascendant

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I'm realizing more andmore that when I asked for challenging, brain teasing puzzles...something I'm notoriously bad at solving without hours of careful study...you guys delivered wholesale.

I'm flabbergasted at the amount of great level designers here. YOU HEARING THIS VALVE! HIRE THESE GUYS FOR MORE PORTAL DLC!
 

Lord_Ascendant

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I feel like I need to make this clearer:

To pass inspection and be graded you MUST have the following.

Your map must not rely on cheats, exploits or glitches in the game system.

Your map must be solvable within the allotted three hours.

Your map must have a solution.

The map creator must fix any flaws found in design in order to pass inspection if a flaw is found.

All steps must be functional and be reasonable.


Look there's a difference between "Hard" and "completely impossible unless you are the designer". No more convoluted over-complicated test chambers. I am done spending my entire day on one map because the solution is not evident...I'm being forced to change the rules and require maps to be completed by at least one player other than the designer without the designer's help.
 

V8 Ninja

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So...I finished making another map. It's completable, but I have no idea of what difficulty level it is. I would say it's 3/5 or 4/5, but I can easily misjudge the difficulties of my own test chambers. The map is called "Lake [http://steamcommunity.com/sharedfiles/filedetails/?id=75393533]".
 

Lord_Ascendant

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Alright new rule. If I can't figure your map out, automatic 5. I just spent the last two hours completely lost in one of Deckard Cain's maps. Bro, I gotta say...you are the master of messing with my head. Also "Oh Uncle Deckaaaard!"
 

V8 Ninja

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After about an hour, I came up with another map called "The Divide [http://steamcommunity.com/sharedfiles/filedetails/?id=75403407]". It's a bit claustrophobic, but overall it is a playable map. Which is nice and all...
 

bro1667

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http://steamcommunity.com/sharedfiles/filedetails/?id=71286898 here ya go, my map created a good bit ago
 

Lord_Ascendant

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Once I finish fixing Four-Leaf Clover for the umpteen Bazillionth time I will get back and finish the last tests.

Kind of getting sick of 5s, guys....can we make easier stuff??

EDIT: Almost through the backlog. Finally can go finish my last map and release that so all you guys n gals can find the less-than-five-portals trick in each map. No srsly, it's possible to finish every room in under 5 portals...no hints.
 

Lord_Ascendant

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Netsky08 said:
here a new one from my side:
http://steamcommunity.com/sharedfiles/filedetails/?id=75596500

and a slightly more difficult version:
http://steamcommunity.com/sharedfiles/filedetails/?id=75766083

yes - I have tested both - they have a solution etc, however if you feel like you have discovered a bug let me know! :)

Good luck and have fun
I look forward to getting stumped!

I think you should be the one grading these maps since I keep getting stuck...
 

V8 Ninja

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So I've made another two test chambers, one that's a bit large and another one that I think I expertly crafted.

The first map is a big map called "Work From The Top [http://steamcommunity.com/sharedfiles/filedetails/?id=75860213]". I have to do a lot of testing for this map, mostly because of the funnel that I wanted the map to revolve around. I at least went through 4 iterations of the map, and it was a pain to test because it took about 3 minutes for the map to compile. However, I did add a secret for those that are smart enough to figure it out. =D

The second map I created was "Three Cubes & Three Square Buttons [http://steamcommunity.com/sharedfiles/filedetails/?id=75882379]". While I don't want to say much, I can guarantee that the chamber is completable. Have fun figuring out the solution! =D

EDIT: Also, difficulty ratings; I think "Work From The Top" deserves a 4/5 and I will let other people decide what "Three Cubes & Three Square Buttons" gets.
 

Lord_Ascendant

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Expect a full release of my last "Challenge" map called "A Spittle Momentum...". I am just fixing bugs and issues, cutting out unnecessary parts and adding in a new opening portion (the light bridge I already have isn't exactly hard at the moment...)
 

V8 Ninja

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Lord_Ascendant said:
Expect a full release of my last "Challenge" map called "A Spittle Momentum...". I am just fixing bugs and issues, cutting out unnecessary parts and adding in a new opening portion (the light bridge I already have isn't exactly hard at the moment...)
Good to know! Will try the level out after you release it.

Also, I thought I should say that my level "Three Cubes & Three Square Buttons" has been changed. Basically I made the map a bit harder because I found an unwanted way for testers to complete the original.
 

Lord_Ascendant

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Here is a guide for map makers that are having trouble figuring out "How do I make a good map?"

Here's some things to AVOID when making maps for Portal 2.

* Don't use too many buttons or require too much running between parts of the map without shortcuts or portalable surfaces.

* Use what the game itself already teaches. Don't expect players to know everything, pretend they are dumb and only know what the game tells them through the single player game.

* Test. Your. Maps. I can't stress this enough. If you can't get it to work, chances are other people will not be able to as well.

* If your map has turrets, give the player a way to avoid them or destroy them. Nobody likes the two second "avoid the turret" game unless you specifically want to make a difficult challenge.

* Make sure every part of your map can be seen and every mechanism understood at a glance, if someone has to noclip to figure out your mechanism then it isn't a good mechanism. Give a player a visible, tangible acknowledgement that pressing a button did something. Show, don't tell.

* Go the extra mile, make sure everything needed for a test is a little more that it needs to be. Make that drop needed to make a jump one block deeper than you think it needs to be. Make sure that the player makes it to where they want to go.

* Use lighting to point the way, if something isn't clear to a playtester use lighting to point them in the right direction.

* Give a player time to complete the map. Don't put unnecessarily short timers on things, forcing players to hurry. Hurrying means missing your map's full potential.

* Give a player multiple avenues for success. One solution to the test means searching for the exact way to beat a room, every player solves a challenge differently. Allow for that and you'll have a better map.

* Your players should not be lost as soon as they enter your room. Start them off with hints of how to solve the room. Lay out all your cards, then tell them to start solving the puzzle.

* Never use a solid flip panel to hide a button or a devise, use glass so players know that there is something they need below or behind it.

I hope these tips help players make better maps because I'm getting tired of grading maps and not being able to solve a test because of obvious flaws in design. It makes a map look sloppy or too much of an asspain. This isn't just about challenge, it's about fun as well.
 

Bad Jim

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There is already a "how to make good maps" sticky on the Steam forums.

http://forums.steampowered.com/forums/showthread.php?t=2693987
 

Lord_Ascendant

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Can't seem to get the steam community webpages for the maps to show up but relax, the last maps will be up soon.