Tips for making good maps (Puzzlecraft Tips)

//Puzzlecraft Tips (WIP)

While researching Portal2 language strings to see what the options are for making a custom BEEMOD item, I ran into a set of tips from Valve for what they call PuzzleCraft Tips (WIP).The WIP (work in progress) would suggest this is something they're working on, but given the age of Portal2, I dare to assume they abandoned it. The tips are very good though, so I'm going to share them with you."Keep goals clear: The puzzle exit should always be visible upon entry.""Keep puzzles simple. Players should be able to keep the solution in their head.""Keep puzzles transparent. Players should always see the effect of pressing buttons. Avoid putting things in separate rooms.""Keep puzzles about the cerebral challenge, not the execution: Puzzles should be easy to solve once players know the solution.""If you want your puzzle to be broadly played and enjoyed, don't make players rely on precise timing or 'ninja' FPS skills.""Twitchy puzzles that require precise timing are less fun for most players. Expect a smaller audience.""Maintain a sense of progression: Split up large puzzles into a series of smaller experiences.""Maintain a sense of progression: Avoid puzzles that force the player to revisit the same area again and again.""Puzzles are a contest between author and player where the player is ALWAYS expected to win in the end.""Good puzzles are not so tricky to be frustrating, but just tricky enough to make players feel smart when they solve it.""Keep it simple: Fewer puzzle elements arranged in a clear, strong way are better than many elements organized in a tangled knot.""Playtest early and often to know what parts your audience finds too easy or too hard.""Keep t-beams away from buttons where they can accidentally lift placed buttons or players.""Avoid lasers that are always in the players movement path: they can get annoying really fast.""It's okay to have more than one way to solve a puzzle, just be aware that the alternatives exist and that they don't ruin the puzzle.""When you add another mechanic to your puzzle, you're increasing complexity -- make sure each added mechanic justifies its existence by contributing something interesting to the puzzle.""Find a fun central concept for the puzzle and design back from there.""Be careful not to put critical elements on the ceiling. Players rarely look up (or down) unless guided to.""There should be a twist in every map. Players get more enjoyment when they figure the twist than when they actually solve the puzzle. The ideal case builds a lot of suspense. 'Whoa! I think this might work' ... [tries crazy idea] ... 'That's awesome! I can't believe I did that!'""Avoid straightforward puzzles. They are boring.""Players can't judge how far they will fling - try to avoid making a puzzle with multiple options for a fling where players need to choose the same one.""Don't make a space that allows for an infini-fling unless it is part of the puzzle. When players are stumped they will frequently try this mechanic. It's also a complicated maneuver so it's possible to fail for a long time before you realize that it's not how to solve the puzzle.""Avoid creating linear puzzles in linear spaces.""Stick to using puzzle mechanics already defined in Portal 2. Most players don't appreciate idiosyncratic behavior.""Play along with users' expectations of how puzzle items function. Defying their expectations loses their trust in how anything will function.""Buttons should only have a single output. Multiple outputs can be confusing.""Never, ever, let the player get into an un-winnable state.""Don't allow cubes to get into places where the player cannot retrieve them.""Avoid using floor-portal orientations as a puzzle mechanic, as most players are unaware portals even have an orientation.""People's eyes are drawn towards brighter areas. Use lighting to direct player attention.""Use strip light array, lasers, and other linear features to direct player view along a line.""Avoid "chambers within chambers" where players can't see the consequences of their actions on the puzzle state.""Testers want to help you improve your map. Listen to their feedback carefullly and always remember to thank them for their time."