Portal 2
Level design
2021
Requirement
Use the editor mode in Portal 2 to create a DLC quality level.
Walkthrough
List of constraints
- 2 minuts Walkthrough minimum.
- Difficulty level between 1 to 5 (level 4).
Idea and intention
This level is dedicated to mastering the 'fling' mechanic.
This mechanic consist of using the momentum gained by falling into a portal to propel yourself out of another portal.
It also works horizontally.
Level description
My level is composed of three sections and is of difficulty 4/5.
The puzzles use combinations of ingredients that we are not used to seeing in Portal 2.
I used these ingredients in such a way that they block the player's ascent, but also allow them to move forward when solving the puzzle.
Part 1

- Few portalable surfaces to help guidance without given the answer to the player.
- The different interactions are positioned to face their results.
- Pratice of vertical and horizontal 'fling'.
- Narrow but high area to encourage the player to gain height.
- A little more portalable surfaces but still without guiding the player too much.
- The first object seen is a cube, indicating there is a button close.
- The button is placed high to show the tilting panles rotating when activated.
- Horizontal 'fling' with the help of the accelerating gel.
- The deflection cube must point the laser in the same direction as the object it activates (carrying beam).
Part 2

Part 3

- Minimum of portalable surfaces to promote reflection.
- The puzzle has for objective : gain height.
- A maximum height is fixed by the ingredients.
- Each step of the puzzle leads to a higher section.
- Interactions always face their results.