Clarification, it's not Portal 2 Forge. Currently the update to SourceSDK Hammer (Source Engine's vanguard for level editing since 2005) that allows it to support the next engine version brought about by Portal 2 is in Beta stage. If you're thinking it's going to be as user-friendly as Forge, you're going to be very disappointed.
If you're wondering, that's what Hammer looks like, and that's about as simple as the User-Interface gets. The node and entity language parsing is even more fun to look at.
Portal levels and deathmatch levels are largely governed by complex logic and trigger entities. (Things that do stuff like make sure you get a new cube if you destroy one, or that you die if you fall in the water, as opposed to just floating there and not being able to get back out)
But levels like single player set peices like NPCs talking to each other require even more complicated scene choreography. If you want a nice scare, take apart d1_trainstation_04.bsp from Half Life 2, see what makes Kleiner's Lab tick.
But if you've got the patience and the determination, go for it, I commend you all the way. And remember Hammer's Motto: "Save every five seconds."
If you're wondering, that's what Hammer looks like, and that's about as simple as the User-Interface gets. The node and entity language parsing is even more fun to look at.
Portal levels and deathmatch levels are largely governed by complex logic and trigger entities. (Things that do stuff like make sure you get a new cube if you destroy one, or that you die if you fall in the water, as opposed to just floating there and not being able to get back out)
But levels like single player set peices like NPCs talking to each other require even more complicated scene choreography. If you want a nice scare, take apart d1_trainstation_04.bsp from Half Life 2, see what makes Kleiner's Lab tick.
But if you've got the patience and the determination, go for it, I commend you all the way. And remember Hammer's Motto: "Save every five seconds."