High Level Concept
The abandoned power plant.
After returning to earth, Wheatley must repair an abandoned wing to earn forgiveness. do your best to assist him, and perhaps even redecorate the place.
Delve into a realm of concealed machinery, elaborate contraptions, and intricate automatons. Navigate through Rube Goldberg-inspired puzzles, uncovering, repairing, and conquering each enigmatic marvel. Your expertise in decoding these mechanical enigmas will shine as you engage with a world of innovation and challenge.
Constraints
1. Design levels alone but in harmony with other levels made by teammates (Team of 6).
2. Create levels and gameplay with the Portal 2 Puzzle Creator nothing else.
3. 3-4 minutes of gameplay.
Design Process
Top Down Methodology : Idea and Concept
The primary idea was to introduce automatic machinery that facilitates player progression by surmounting obstacles, adding a layer of dynamic platforming to the first-person puzzle experience.
This approach aligned with the overarching theme of uncovering the hidden mechanisms that power these machines. As the title suggests, the level's focal point is revealing what's concealed behind the scenes.
To maintain a distinct challenge, I chose to predominantly utilize lasers, platforms, and fizzlers, deliberately omitting gel, tractor beams, and turrets. Creativity thrive on constraints.
Wheatley's Redemption LDD (click directly on the image)
Bottom Up Methodology : Gameplay Blocks
Push Mechanisms : My design process delved into the piston platform's capabilities. Through a "bottom-up" strategy, I constructed labyrinthine gameplay blocks that revolved around navigating cubes. Vertical and horizontal push mechanisms, visible through glass, introduced intricate challenges, offering diverse perspectives for players to engage with cube manipulation.
Pistons & Automates : My design process involved hands-on experimentation, revealing the potential for automation using the ingredients themselves. I harnessed interactions like automated track platforms crossing lasers linked to piston platforms, creating seamless vertical movement. Angle panels obstructing self-connected laser emitters offered perpetual vertical motion, forming a basis for intricate automated mechanics.
Modularity and Level Scales
Operating within a modular framework aligns with my design ethos. Crafting my Portal 2 level, I harnessed this perspective to create two iterations from a shared foundation. This method facilitated experimentation with complexity and length, crucial within our time constraints, resulting in a compelling gameplay experience.
For Behind The Curtain I was able to make a Short Version with one main puzzle and a Standard Version with two puzzles, the first one a multi steps one and second one being the main one of the short version.
Behind The Curtain : Short Version (Level 7 Wheatley's redemption DLC)
Level Description
SHOWING THE EXIT
Right from the start the player can see his final objective. Getting out of the room. But the Piston Platforms are down!
HIDDEN ROOM
A Cube nearby invite the player to put it on a button revealing a trap leading to a secret basement. The player jump and reach an hidden room...
PUZZLE 1
In this room, there are some cages made of grating. A laser and reflection cube permits to turn off a Fizzler.
Once the Fizzler is off the player can shoot portals inside to cages.
By turning the cube into a Laser Relay and deviate the laser through his portals.
With Laser Relay on and the deviate laser that activate a Catcher it turns on a Cube Dropper.
By turning the cube again to turn off the Fizzler one more time the player can shoot a portal into a cage where there is a Laser Emitter and Catcher.
By putting a portal below the cube it makes him falling in the cage blocking the laser.
The blocked Catcher opens up a secret door.
HIDDEN MACHINERY
That door leads to another room where lies a dormant Track Platform. A Pedestal Button activate it and open a door. An automate is now on.
AUTOMATIC PISTONS TO GET OUT
The door leads to a faith plate that permits the player to jump back to the main floor. Giving a reward to the player once on the main floor the Pistons are going up and down giving a fun platforming sequence to go to the exit.
Behind The Curtain : Standard Version
Level Description
FIRST HALF : IDEM THAN THE SHORT VERSION
Like the Short Version the framing of the start helps the player see his objective. And again the grating inside the basement frames the steps of the first puzzle and indicate that the only move possible is to shoot his portals.
SECOND HIDDEN ROOM
Once the first puzzle is resolve and the player is back on the main floor a light and the framing show the player the next stage of the level. Another button leading to another section of the basement.
PUZZLE 2 part 1
The first puzzle teaches to the player how to move a cube from cages to cages. So when he arrives at the second basement the level show right away another cube in a cage. The sub-objective is to move that cube across the room.
The intent is to guide the player to generate a portal below the cube.
A Fizzler is on a button on the floor encourage the player to step on it, turn it off. He now can move the cube from cage 1 to 2. Blocking a Laser Catcher to turn off a laser field.
The design of the puzzle is made in sort that each gate push the player through the room. Letting him know is progressing.
By using a Reflection Cube to turn on another laser it shows to the player there is a game of crossing laser to do.
Each gate keeping the player know that he is on the right path.
He can even put a cube outside the Laser Fields.
PUZZLE 2 part 2
The set-up is made so that the player once he discover the third cage knows he has to do some backtrack to get back the first cube.
To turn off a laser field.
By pointing one of the first Reflection Cube into the glass the player can open some opportunities.
Again the player can put a portal below the original cube...
... Then using the white wall to get it and at the same time deviate the laser. An approach that was teach in the first puzzle.
The player bring the laser from the ceiling.
The Laser Catcher is accessible but too high for the Reflection Cube the player can use the original one to level it up. Revealing a door.
SECOND HIDDEN MACHINERY
Again the player se another automate knowing that last pistons will move up and down like the other once activated.
STILL GET OUT WITH AUTOMATIC PISTONS
Now the player as the full platforming necessary to get out. The platforming is a little bit different because the pistons are asynchronous.