Български (Bulgarian) čeština (Czech) Dansk (Danish) Nederlands (Dutch) Suomi (Finnish) Français (French) Deutsch (German) Ελληνικά (Greek) Magyar (Hungarian) Italiano (Italian) 日本語 (Japanese) 한국어 (Korean) Norsk (Norwegian) Polski (Polish) Português (Portuguese) Português-Brasil (Portuguese-Brazil) Română (Romanian) Русский (Russian) 简体中文 (Simplified Chinese) Español (Spanish) Svenska (Swedish) 繁體中文 (Traditional Chinese) ไทย (Thai) Türkçe (Turkish) Help us translate Steam
Monday Madness Challenge for the Portal2Cast: Trajectories
This week's challenge is Trajectories: to design a puzzle that makes use of angled panels or portal placement (or both) in the solution.
How clever can you be with trajectories?
For this challenge, you may use as many elements as you like, though your chances of winning are improve if you limit your scope (see “How I Grade” below).
1. The player must use at least two angled panels to solve your puzzle.
2. The two (minimum) angled panels must be at different angles (30, 45 or 60; not 90).
3. No excursion funnels, no conversion gel. (Everything else permitted.)
4. The player must use trajectories and/or portal placement of flings (including of themselves or objects) or gel placement to solve the puzzle.
To submit puzzles to this challenge, link them on this thread. Adding “#portal2cast” to your description will help players find related maps.
The three best entries will be featured on the Monday Madness episode of the Portal2Cast, 9-24-12. The deadline for submissions is 9 PM EST (GMT -5) on Saturday, 9-22-12.
Good luck, and as always, thanks for mapping!
How I Grade
Though difficult to quantify, what I value most are puzzles that look and feel like VALVe created them. They are limited in scope, size and number of elements, but require some revelation to beat.
Puzzles which violate the rules are disqualified from the challenge. In rare cases, even ineligible puzzles may get honorable mention on the show.
I grade four categories on 5-point scale:
1. Presentation & Lighting: Is it pretty and well-lit?
2. Navigation & Layout: Can the player easily access what he needs to solve?
3. Transparency: Does the player have obvious goals? Is it clear what everything does?
4. Elements-to-Difficulty Ratio: The harder your test is to solve, the fewer elements it should contain. Anyone can make a test so clogged with buttons and triggers that it's hard to see what to do.
Designing a hard puzzle is easy. Designing an easy puzzle is easy. Designing a moderate puzzle is hard.
Playtesting: Can your test be beaten in unintended ways?
Theme: How faithful was the puzzle to the spirit of the challenge?
Inventiveness: Did the designer combine elements in rare ways?
The Portal2Cast is a 15-minute daily show with one goal: Making you a better builder.
Last edited by Imaginator; Sep 25, 2012 @ 4:42am