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Portal 2 - UGC Maps

Disclaimer : the levels may be a bit different from the ones in the videos, as I update them from time, based on feedbacks. If you have time, I suggest to play them in-game. They are fun, I promise :)

"Portal Raider"

Short Analysis
It took me roughly 10 hour to craft this level, in June 2024 that would be 5-10 minutes long.

The goal of this level was to craft a "two-phase" level for Portal 2 using my professional-level design skills and add it to my portfolio.

The level design principles I used required a level that features a level that starts as a classic puzzle but after a certain point, there is a tone shift toward "escape" and "action" moments, as much as it's possible within Portal 2 type of levels.

Implementing this level was challenging, technically and design-wise since I reached the object limit and was hard to place the amount I expected on paper, but thanks to my Level Design knowledge and ability to quickly come up with solutions, I completed this map.
 

"Laser Bridge to Heaven"

Short Analysis
It took me roughly 3 hours to craft this level, in May 2024, which would be roughly 2-5 minutes long.

I gave myself the goal to craft a playable level for Portal 2, using its level editor, using my professional Level Designer skills.

On this level, I wanted to craft a puzzle where the exit is immediately visible, but it was required to place a cube on the other side of a "force field" that would have destroyed it. Here comes the secondary room, which is filled with turrets and goo, but that allows the player to bring the cube on the other side of the force field, requiring a bit of reasoning.

There are some minor "eureka!" moments in the middle of the level and I've placed some turrets to add some noise and interaction in the level.

 

"Secret Door's Tango"

Short Analysis
It took me roughly 3-4 hours to craft this level, in May 2024 that would be ideally 5-10 minutes long.

I gave myself the goal to craft a playable level for Portal 2, using its level editor, using my professional Level Designer skills.

This Level is a bit longer than my usual standard, and here I wanted to give a deeper feeling of exploration by adding returning points and having a key part of the level always visible. Visibility and clarity were a key point in this map, as the exit is in front of the entrance, but blocked by a button that will enable it. 

I've tried to implement a more varied gameplay in this level, featuring a laser bridge and lasers, as well as a forcefield, button and disappearing walls, since the level is a bit long and wanted to avoid "samey" issues.
 

"Don't Cross the Line"

Short Analysis
It took me roughly 1 hour to craft this level, in May 2024 that would be 1-2 minutes long.

I gave myself the goal to craft a playable level for Portal 2, using its level editor, using my professional Level Designer skills.

I wanted to craft a short level that revolved around the inertia physic of the portals. So I wrote a few notes and requirements on paper to understand what gameplay element to use, and what was the level goal and then I started working with the level geometry using the Level Editor inside Portal 2.

I used basic gameplay elements and put some "noise" to incentivize exploration and reasoning since I didn't want the level to feel too straightforward/simple, even if relatively short.
 
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