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This image also introduces new elements for this section, such as the flip-up panels/platforms and elevator platform.ĭemonstration of using the tractor beam from the first section.
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I added more risk with the water hazard, keeping key elements such as the fizzler(s). So here is the initial development of this area. This essentially means you only have to use one colour of portal in the 2nd section… which may be something the player has to figure out. I decided to split the level into two, but require the player to re-use the tractor beam element (and a portal) from the first section. Using this is obviously required in the puzzle. Reversing the polarity (direction) of the tractor beam, again with a timed button. I ended up removing this flip panel (it wasn’t crucial), keeping another instead. Without adding this, the level was impossible the way I wanted it.Īn example of a problem I found, the cube may get stuck behind this flip panel. Here I tested with a ‘hatch’ idea, allowing the player to pass through using the tractor beam but avoiding the fizzler.Ĭhanged the pressure button to a timed button, meaning the player needs to be quick. Some tests with double fizzler gates which were toggled separately. This retains the button on wall idea, although now only compatible with cubes.
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Here are some further tested ideas and/or implemented in the 1st section of the test chamber.Ģnd room of the first section. This meant that for a majority of this time, this section was impossible until I tried different approaches. For a period of time, I was trying to make a certain puzzle idea work – making it as hard (and fool-proof with 1 solution) as possible but sticking to my idea. A lot of things changed, but I wanted to keep the layout and main elements the same. These are some key puzzle elements of this test chamber.įurther development of the 1st section of this level. This screenshot also shows the use of the flip panel, activated with a pressure button. Here, I’m stood on a pressure button which disables the fizzler gate in front and to the left (walking through the fizzler deletes placed portals and cubes or shots from the portal gun can not cross through it). In-game view, with some development from the previous screenshot. Early on here you can see elements I stuck with, such as the use of the (blue) tractor beam and pressure buttons on walls. Starting with the initial layout for the test chamber, here I’m getting a basic idea of the amount of room I should work with and some of the key elements. This time around I planned to create a more difficult level, something which I found much more difficult – testing my own knowledge of the game mechanics, making me think more about how other puzzles are usually structured. Here’s another Portal 2 map I have worked on using the in-game Puzzle Maker.
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