Portal 2: Test Chambers
I’m surprised it took me so long to discover that Portal 2 has a level editor, but it has been fun playing around with it.
- Two Rooms With A View
As essentially a “hello world” exercise, I tried to stick to Portal design principles. I placed half of the second puzzle in the first room, to foreshadow it and to reward a curious player (via the window and activation “ant trail”) with clues to its solution. And of course I wanted the final solution to be a little whimsical. - Take Out The Trash
This was conceived as a more narrative-oriented level set in a giant incinerator. Maybe the original companion cube ended up here? The level focuses more on exploration than puzzle-solving, with the player throwing switches until they eventually “overload” the whole device and open the fizzler gate at the bottom. I spent a lot of time scraping against the entity limit and making sure the player couldn’t get trapped in side rooms. - Gotta Go Fast
My first use of my “marching laser” mechanism (see below) in an actual level. It’s more of a prototype; I might add a puzzle or two in front of this one to make it more of a final gauntlet after demonstrating the mechanism in other instances. Not a puzzle or exploration; this one’s about twitch reflexes.
- (test 01) Marching Laser
Four different versions of a “marching” or sequential-activation mechanic. The far wall is Version 1, followed by right wall and left wall as I worked through making the system more stable. All three were a total bust in an actual level, of course; the mechanic I used in 02. Take Out The Trash and 03. Gotta Go Fast is the one in the floor, V.4 – half the entities and 100% reliable.
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