Puzzle Creator/ko

퍼즐 제작툴 (또는 퍼즐 메이커 또는 맵 에디터 라고도 합니다.) 은 포탈2 의 2012년 5월8일 영구 테스트 이니셔티브 DLC의 업데이트 에서 추가된것입니다. 퍼즐 제작툴은 싱글용 또는 협동용 테스트를 간단하게 게임안에서 제작 할수있습니다.

만약 협동용 테스트를 만들고자 하면, 반드시 "협동용 퍼즐" 을 "파일" 메뉴에서 체크해야합니다.

개요
에디터가 처음 언급된것은 Portal 2 - The Final Hours 였습니다. "당시 Valve 는 포털2의 맵을 쉽고 빠르게 만드는 방법을 연구중에 있었습니다. 결국 고민끝에 간단하게 제작할수있는 레벨에디터를 만들기로 했습니다.".

"퍼즐 제작툴"은 전혀 공식적인 이름 같지가 않아보이지만 Valve 는 결국 2011년 10월 27일에 "퍼즐 제작툴"을 채택 하였다고 합니다, 그후 2012년 4월 27일 "퍼즐 제작툴"이 완성되었습니다. "퍼즐 제작툴"은 편하게 게임에서 테스트를 만들수 있습니다.

인터페이스
퍼즐 제작툴의 전체적인 텍스쳐는 깔끔하며, 실제 테스트실이 우리앞에 있는 것 같은 느낌을 줍니다.



기본 조작법

 * 마우스를 왼쪽에 갖다대면 아이템 리스트가 떠 아이템을 배치할수있습니다.
 * 화면의 상단의 버튼은 각각 다음과 같습니다.: "제작후 퍼즐 해보기", "되돌리기", "되돌린것을 복귀하기", 그리고"게임뷰로 전환하기".
 * 화면의 오른쪽 상단에 마우스를 갖다대면 카메라의 시선을 움직일수 있습니다.
 * 화면의 오른쪽에 마우스를 갖다대면 카메라를 확대/축소 할수있습니다.
 * 화면의 오른쪽 하단에 마우스를 갖다대면 카메라를 회전시킬수 있습니다.
 * - 아이템이나 블록을 지정합니다.
 * - 배경에서:카메라 움직이기; 테스트에서: 설정 메뉴.
 * - 클릭: 카메라 회전.; 스크롤: 카메라 확대/축소.
 * - 확대/축소.
 * - 왼쪽 또는 오른쪽으로 회전.
 * - 왼쪽 또는 오른쪽으로 이동.
 * - 위 또는 아래로 회전.
 * - 포털 설치 가능/불가능 구역 지정.
 * - 벽을 밀거나 채웁니다.
 * / - 아이템을 제거합니다.

고급 사용자용 컨트롤

 * - 한쪽 면 전체를 선택합니다.
 * - 아이템을 복사합니다. (어떤것들은 복사가 안될수있습니다.)
 * - 카메라에서 보이지 않는 면으로 아이템을 이동시킵니다.
 * - 한쪽면 전체를 채우거나 밀어버립니다.

단축키

 * - 새 테스트
 * - 열기...
 * - 저장
 * - 다른이름으로 저장...
 * - 게임뷰로 전환.
 * - 다시 제작
 * - 제작툴에서 나가기
 * - 되돌리기
 * - 되돌린것을 다시 되돌리기
 * - 전부 선택하기

아이템 리스트
• 3

교육용 버전용
• 3

Initial non-repeating hints

 * Click a chamber surface tile to select it.
 * Click and drag across several surfaces to block-select.
 * Right click selections to change surface portalability.
 * Drag the boundary edge of a selection to move the highlighted surfaces.
 * Press and drag the background to rotate your camera view.
 * Move the mouse to the far left edge of the screen to open the puzzle item palette.

Beginner

 * Right click an item to change its properties or connect items together.
 * The entry door, exit door, and large observation room are mandatory items. They can be moved, but they cannot be deleted or duplicated.
 * Use the and  keys to quickly modify selected chamber surfaces.
 * Press to change portalability of selected surfaces.
 * Use the controls along the far right edge of the editor window to pan, zoom, and rotate your camera view.
 * Rotate the camera view up to work on the ceiling.
 * Rapidly duplicate puzzle items by holding down while moving them.
 * Use the mouse scroll wheel to zoom in and out.
 * Some items need to occupy space behind the surface they are mounted to. Look for a dashed outline of the required volume while you move them.
 * Some item placements are incompatible and will show an error indication until they are fixed.

Early intermediate

 * Use the adjustment gizmo that appears when you click an item to reposition it on its surface.
 * Double click a surface to automatically expand the selection around all adjacent coplanar surfaces.
 * Block-select surfaces on different planes to select a volume.
 * Look for hotkey shortcuts along the right side of menus.
 * The large mandatory observation room emits a bright light that casts shadows. Position it to enhance the visual effect of your chamber.
 * Are your puzzles too dark? Use small observation room and light strip items to control the illumination level throughout your chamber.
 * Press and drag the middle mouse wheel/button to rotate the camera view.
 * The icons along the left side of a context menu are buttons that can be used repeatedly while the menu is open.
 * Press and drag the middle mouse wheel/button while holding down to pan the camera view.
 * With a volume selected, the and  keys will fill or carve.
 * Press and drag the right mouse button to rotate the camera view.
 * Drag the boundary of a volume selection set to move a portion of your chamber along any 3D axis.

Intermediate

 * Connect multiple buttons to a receiving item: This requires all to be pressed simultaneously for activation.
 * Hold down the spacebar and drag anywhere to quickly move selected surfaces and volumes.
 * Use key to reset the camera view.
 * Press to rebuild and run your puzzle.
 * Use, , , keys to move the camera view.
 * Use the  and   keys to rotate the camera view.
 * Press the key to invert the portalability of selected surfaces
 * Connect items together quickly by selecting one and using the key.
 * Hold down while moving items to keep them on surfaces facing away from the camera view.
 * Hold down while rotating turrets and dropper-less cubes to snap their orientation to 45 degree increments.

Advanced

 * Hold down SHIFT while clicking surfaces to expand the selection.
 * Use Arrow keys to nudge the selection.
 * Shift+arrow keys moves the carat in floor space.
 * Use the PageUp/PageDown keys to nudge the selection in and out.
 * Use Shift + arrow keys to expand the carat (Alt+Shift to move the opposite end)
 * Holding down Spacebar while using the arrow keys to move the volume selection.
 * Hold down CTRL while moving volume selections to duplicate the selection.
 * Use number keys 1-0 to place an item type. Repeatedly tap to cycle through options.
 * Use CTRL+number keys to set the camera to a preset view.
 * Use CTRL+F5-F8 to save a custom view setting. F5-F8 to restore the view.
 * 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.

Limitations
As the puzzle creator is designed for ease of use, certain limitations apply. These limitations can be overcome by importing the map into Hammer in the Portal 2 Authoring Tools.
 * The entity limit is set to 1750; the actual number of items placeable by the user is much lower than this.
 * The editor is block based, so complex geometry such as curves and angles smaller or greater than 90 degrees cannot be achieved.
 * Chambers are isolated, so sequences of chambers cannot be published as one map using the Puzzle Creator alone.

Related commands
• 3

Unused content
The following have been found in the game files: • 1