Portal 2

Portal 2

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Rollercoaster Making 101 (Read The Description)
   
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3 Sep, 2012 @ 4:16pm
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Rollercoaster Making 101 (Read The Description)

Description
Here is a test to demonstrate the details that can make a good rollercoaster great.

Room 1: On the left is an example of a good 'room' of a rollercoaster. Note how you finish this side quickly, and you dont often guess your path more than two plates ahead. On the right, is an example of a crowded room, something found commonly in lesser rollercoasters, also demonstrates the importance of lighting. Note how you can see the pathway quite clearly from the start.

Room 2: This room shows common errors in jumping to ledges. The one on the left is placed with no changes to its pathway, the one on the right is adjusted, but not perfect (jump on it from certain angles and you wont make it up) The middle one is the optimal method of reaching a platform. Note how it is two spaces horizontal from the platform.

Room 3: On the right, a demonstration that orange gel does not work in rollercoasters. Orange's effect only works when a player is actively running. On the left shows the properties of blue gel, on the floor, it reflects your momentum accurately (except in rare cases). On the wall shows how blue gel reacts on walls. Try jumping onto the blue gel from the plates and from right next to it, there is no difference.

Room 4: Left to right shows how faith plates act with lasers. While it looks like the faith plates go from below, through, and above the laser respectively, the pathway appears slightly lower (about 1/4 to 1/2 a block) than the player sees it in-game.

Room 5: Dropping down from a platform can be tricky too, the two faith plates show the best way of 'catching' the player, and the commonly used 'bad' method, that actually lands the player improperly, breaking the flow of the rollercoaster. (I know most people dont mind this, but I find a rollercoaster is best when the breaks (if there are any) are intentional)

As for the design of the rollercoaster is up to you, the creator, but keeping these things in mind, and repeatedly testing your coaster for unseen errors, can really help you make tests that people will love.

So, good luck, and happy testing!


1 Comments
VoidSquid 15 Jun, 2015 @ 6:22am 
this was a good tutorial for making "rollercoaster" maps! im going to use some of these parts in my maps thanks. 9/10. do you want to play one of my maps? im new to steam and it would be great to get some publicity