
The concrete (and asbestos) pillars, the metal constructions to hold everything up, the big, maybe broken sphere around the chamber and of course the big light arrays that can indicate where to go and where not to go.Īlso, you micht want to add a small bonus-puzzle to reach the elevator by using a fling in the area between the exit of the puzzle and the elevator catwalk. The flavor-backdrop is really what makes the Old Aperture style. Then rework the level to the style you want to have it and then focus on the elements the player can see, but not reach. Focus on a working level, which you can play from start to finish, first. I would not only decompile the singleplayer maps, but also the multiplayer maps that are set in this part of Aperture.ĭon't forget that level design is about designing an experience and not about creating a work of art per se. Once you are finished with this, go on and replace the geometry you have built, with meshes and materials of the Old Aperture style. Normally, I would go for dev-textures, but I don't think, they are protalable, so you habe to improvise. If youre building a co-op map, the Game View is automatically split screen, each.


In the Portal 2 Perpetual Testing Initiative (the map builder) you can test out your maps by going to the Game View.

Then you use some of the regular wall brushes (the white and black panels) to build your level. Switch split screen game views in Portal 2 PTI. I would go and first create one of the spheres, where the level takes place (if you want it, anyways) so you have a reference about the size.
