Puzzle Creator

The Puzzle Creator (also known as Puzzle Maker or Editor) is a part of the Perpetual Testing Initiative in Portal 2, a DLC released on May 8th, 2012 allowing the creation of single-player test chambers within a simple in-game editor.

Overview
The editor was first mentioned within The Final Hours of Portal 2, "[An in-game level browser won't be of much use unless] Valve figures out how to make designing Portal 2 maps an easier process. It has a plan there too, it comes in the form of a simplified level editor [...] a Photoshop for test chambers".

The "Puzzle Creator" does not appear to have a single official name; Valve published a blog post on the October 27, 2011 referring to the editor as the "Puzzle Creator", later referred to it on the blog post of April 27, 2012 as "Puzzle Maker" and simply calling it "Editor" in-game.

Interface
The Puzzle Creator features a stylised representation of the test chamber being worked on; featuring a simplified, bright, and flat color palette, and models and textures lack the level of detail that they would have in-game.



Basic controls

 * Hovering the mouse over the left screen edge displays the item list.
 * The top edge of the screen features four buttons: "Build and play puzzle", "Undo", "Redo", and "Switch to game view".
 * Selecting and dragging the upper-right corner pans the camera view.
 * Selecting and dragging the right edge controls the camera zoom.
 * Selecting and dragging the lower-right corner controls the camera rotation.
 * - Select a block or item.
 * - On background: Pans camera view; On chamber: Context menu.
 * - Click: Controls camera rotation; Scroll: Controls camera zoom (follows cursor).
 * - Zoom in/out.
 * - Rotate left/right.
 * - Pan left/right.
 * - Rotate up/down.
 * - Toggle surface portalability.
 * - Push/pull (extrude) surface.
 * / - Delete selection.

Advanced controls

 * - Allows for batch selection of surfaces.
 * - Duplicates an item (does not duplicate any connections).
 * - Places an item on the surface opposite to the one facing the camera.
 * - Pushes/pulls surface if selected.

Shortcuts

 * - New chamber
 * - Open...
 * - Save
 * - Save as...
 * - Switch to game view.
 * - Rebuild
 * - Exit editor
 * - Undo
 * - Redo
 * - Select all

Items list
• 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