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	<updated>2026-04-12T19:09:49Z</updated>
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	<entry>
		<id>https://theportalwiki.com/w/index.php?title=Hoopy_the_Hoop/es&amp;diff=135602</id>
		<title>Hoopy the Hoop/es</title>
		<link rel="alternate" type="text/html" href="https://theportalwiki.com/w/index.php?title=Hoopy_the_Hoop/es&amp;diff=135602"/>
		<updated>2016-03-03T22:03:58Z</updated>

		<summary type="html">&lt;p&gt;P-body yellow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Hoopy el Aro}}&lt;br /&gt;
[[Image:Hoopy the Hoop.png|right|200px|Hoopy el aro]]&lt;br /&gt;
&#039;&#039;&#039;Hoopy el Aro&#039;&#039;&#039; es un aro que cayó, por primera vez del cielo, de entre los restos de [[GLaDOS/es|GLaDOS]] al final del juego. {{Spoiler|Hoopy cayó en el aparcamiento de [[Aperture Science/es|Aperture Science]] enfrente a [[Chell/es|Chell]] antes de que esta fuera arrastrada por el [[Party Escort Bot/es|Comité de Festejos]].}}&lt;br /&gt;
&lt;br /&gt;
Como se dijo en la entrevista, [http://www.gameinformer.com/b/features/archive/2010/03/10/opening-the-portal-exploring-portal-s-creation-and-its-ties-to-half-life-2.aspx?PostPageIndex=3 &amp;quot;Opening The Portal: Exploring The Game&#039;s Development&amp;quot;], con Valve, nunca esperaron el éxito de &amp;quot;El Pastel es Mentira&amp;quot;. Esperaron que, en todo caso, Hoopy el Aro fuera el meme derivado de [[Portal/es|Portal]]. Erik Wolpaw explica, &amp;quot;Pensamos que debíamos tener un almacén lleno de camisetas de Hoopy y tazas y posters… Podíamos ver ese aro girar una y otra vez. Era la parte del juego de la que estábamos más orgullosos, y a nadie le importó.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
El codigo de &amp;quot;Hoopy en el juego es glados_gib_10.&lt;br /&gt;
&lt;br /&gt;
== Apariciones ==&lt;br /&gt;
=== Portal ===&lt;br /&gt;
{{See also|Portal/es|l1=Portal}}&lt;br /&gt;
Hoopy el Aro gira cruzando la pantalla al final del juego {{spoiler text|mientras [[Chell/es|Chell]] está tumbada fuera de [[Aperture Science/es|Aperture Science]].}}&lt;br /&gt;
&lt;br /&gt;
=== Portal 2 ===&lt;br /&gt;
{{See also|Portal 2/es|l1=Portal 2}}&lt;br /&gt;
Hoopy es conocido por aparecer en algunos sitios en &#039;&#039;Portal 2&#039;&#039;. Su primera aparición es en [[Portal 2 Chapter 1 Her Chamber|Su Cámara]], donde anda en el suelo a la izquierda de lo que se podría llamar la cabeza de [[GLaDOS/es|GLaDOS]]; su segunda aparición es bajo un panel de suelo en la [[Portal 2 Chapter 2 Test Chamber 2|Cámara de Pruebas 2]]. Hace su tercera aparición conocida detrás de un escritorio {{Spoiler text|en una de las ratoneras de [[Doug Rattmann/es|Rattmann]] }} en la [[Portal 2 Chapter 2 Test Chamber 6|Cámara de Pruebas 6]]; es la misma ratonera que a la que se refiere el logro [[Achievements/es#Portal 2|Transmisión Final]].&lt;br /&gt;
&lt;br /&gt;
== Galería ==&lt;br /&gt;
{{Gallery&lt;br /&gt;
|lines=3&lt;br /&gt;
|title=Hoopy el Aro&lt;br /&gt;
|height=150&lt;br /&gt;
|width=200&lt;br /&gt;
|File:Portal Hoopy the Hoop 1.png|alt1=Hoopy el Aro|{{Spoiler|Hoopy el Aro al final de &#039;&#039;[[Portal/es|Portal]]&#039;&#039;}}&lt;br /&gt;
|File:Portal 2 Chapter 1 Her Chamber Hoopy the Hoop.png|Hoopy el Aro en [[Portal 2 Chapter 1 Her Chamber/es|su cámara]].&lt;br /&gt;
|File:Portal 2 Chapter 2 Test Chamber 02 Hoopy the Hoop.png|alt2=Hoopy el Aro en la [[Portal 2 Chapter 2 Test Chamber 2|Cámara de Pruebas 2]].|Hoopy el Aro en la [[Portal 2 Chapter 2 Test Chamber 2|Cámara de Pruebas 2]].&lt;br /&gt;
|File:Portal 2 Chapter 2 Test Chamber 6 Hoopy the Hoop.png|alt3=Hoopy el Aro en una {{Spoiler|[[Doug Rattmann/es|Ratonera de Rattmann]] en &#039;&#039;[[Portal 2]]&#039;&#039;}}|Hoopy el Aro en una {{Spoiler|[[Doug Rattmann/es|Ratonera de Rattmann]] en &#039;&#039;[[Portal 2]]&#039;&#039;}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Referencias ==&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{CharactersNav}}&lt;/div&gt;</summary>
		<author><name>P-body yellow</name></author>
	</entry>
	<entry>
		<id>https://theportalwiki.com/w/index.php?title=Hoopy_the_Hoop/es&amp;diff=135601</id>
		<title>Hoopy the Hoop/es</title>
		<link rel="alternate" type="text/html" href="https://theportalwiki.com/w/index.php?title=Hoopy_the_Hoop/es&amp;diff=135601"/>
		<updated>2016-03-03T22:03:34Z</updated>

		<summary type="html">&lt;p&gt;P-body yellow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Hoopy el Aro}}&lt;br /&gt;
[[Image:Hoopy the Hoop.png|right|200px|Hoopy el aro]]&lt;br /&gt;
&#039;&#039;&#039;Hoopy el Aro&#039;&#039;&#039; es un aro que cayó, por primera vez del cielo, de entre los restos de [[GLaDOS/es|GLaDOS]] al final del juego. {{Spoiler|Hoopy cayó en el aparcamiento de [[Aperture Science/es|Aperture Science]] enfrente a [[Chell/es|Chell]] antes de que esta fuera arrastrada por el [[Party Escort Bot/es|Comité de Festejos]].}}&lt;br /&gt;
&lt;br /&gt;
Como se dijo en la entrevista, [http://www.gameinformer.com/b/features/archive/2010/03/10/opening-the-portal-exploring-portal-s-creation-and-its-ties-to-half-life-2.aspx?PostPageIndex=3 &amp;quot;Opening The Portal: Exploring The Game&#039;s Development&amp;quot;], con Valve, nunca esperaron el éxito de &amp;quot;El Pastel es Mentira&amp;quot;. Esperaron que, en todo caso, Hoopy el Aro fuera el meme derivado de [[Portal/es|Portal]]. Erik Wolpaw explica, &amp;quot;Pensamos que debíamos tener un almacén lleno de camisetas de Hoopy y tazas y posters… Podíamos ver ese aro girar una y otra vez. Era la parte del juego de la que estábamos más orgullosos, y a nadie le importó.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
el codigo de &amp;quot;Hoopy en el juego es glados_gib_10.&lt;br /&gt;
&lt;br /&gt;
== Apariciones ==&lt;br /&gt;
=== Portal ===&lt;br /&gt;
{{See also|Portal/es|l1=Portal}}&lt;br /&gt;
Hoopy el Aro gira cruzando la pantalla al final del juego {{spoiler text|mientras [[Chell/es|Chell]] está tumbada fuera de [[Aperture Science/es|Aperture Science]].}}&lt;br /&gt;
&lt;br /&gt;
=== Portal 2 ===&lt;br /&gt;
{{See also|Portal 2/es|l1=Portal 2}}&lt;br /&gt;
Hoopy es conocido por aparecer en algunos sitios en &#039;&#039;Portal 2&#039;&#039;. Su primera aparición es en [[Portal 2 Chapter 1 Her Chamber|Su Cámara]], donde anda en el suelo a la izquierda de lo que se podría llamar la cabeza de [[GLaDOS/es|GLaDOS]]; su segunda aparición es bajo un panel de suelo en la [[Portal 2 Chapter 2 Test Chamber 2|Cámara de Pruebas 2]]. Hace su tercera aparición conocida detrás de un escritorio {{Spoiler text|en una de las ratoneras de [[Doug Rattmann/es|Rattmann]] }} en la [[Portal 2 Chapter 2 Test Chamber 6|Cámara de Pruebas 6]]; es la misma ratonera que a la que se refiere el logro [[Achievements/es#Portal 2|Transmisión Final]].&lt;br /&gt;
&lt;br /&gt;
== Galería ==&lt;br /&gt;
{{Gallery&lt;br /&gt;
|lines=3&lt;br /&gt;
|title=Hoopy el Aro&lt;br /&gt;
|height=150&lt;br /&gt;
|width=200&lt;br /&gt;
|File:Portal Hoopy the Hoop 1.png|alt1=Hoopy el Aro|{{Spoiler|Hoopy el Aro al final de &#039;&#039;[[Portal/es|Portal]]&#039;&#039;}}&lt;br /&gt;
|File:Portal 2 Chapter 1 Her Chamber Hoopy the Hoop.png|Hoopy el Aro en [[Portal 2 Chapter 1 Her Chamber/es|su cámara]].&lt;br /&gt;
|File:Portal 2 Chapter 2 Test Chamber 02 Hoopy the Hoop.png|alt2=Hoopy el Aro en la [[Portal 2 Chapter 2 Test Chamber 2|Cámara de Pruebas 2]].|Hoopy el Aro en la [[Portal 2 Chapter 2 Test Chamber 2|Cámara de Pruebas 2]].&lt;br /&gt;
|File:Portal 2 Chapter 2 Test Chamber 6 Hoopy the Hoop.png|alt3=Hoopy el Aro en una {{Spoiler|[[Doug Rattmann/es|Ratonera de Rattmann]] en &#039;&#039;[[Portal 2]]&#039;&#039;}}|Hoopy el Aro en una {{Spoiler|[[Doug Rattmann/es|Ratonera de Rattmann]] en &#039;&#039;[[Portal 2]]&#039;&#039;}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Referencias ==&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{CharactersNav}}&lt;/div&gt;</summary>
		<author><name>P-body yellow</name></author>
	</entry>
	<entry>
		<id>https://theportalwiki.com/w/index.php?title=Hoopy_the_Hoop/es&amp;diff=135600</id>
		<title>Hoopy the Hoop/es</title>
		<link rel="alternate" type="text/html" href="https://theportalwiki.com/w/index.php?title=Hoopy_the_Hoop/es&amp;diff=135600"/>
		<updated>2016-03-03T22:02:59Z</updated>

		<summary type="html">&lt;p&gt;P-body yellow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Hoopy el Aro}}&lt;br /&gt;
[[Image:Hoopy the Hoop.png|right|200px|Hoopy el aro]]&lt;br /&gt;
&#039;&#039;&#039;Hoopy el Aro&#039;&#039;&#039; es un aro que cayó, por primera vez del cielo, de entre los restos de [[GLaDOS/es|GLaDOS]] al final del juego. {{Spoiler|Hoopy cayó en el aparcamiento de [[Aperture Science/es|Aperture Science]] enfrente a [[Chell/es|Chell]] antes de que esta fuera arrastrada por el [[Party Escort Bot/es|Comité de Festejos]].}}&lt;br /&gt;
&lt;br /&gt;
Como se dijo en la entrevista, [http://www.gameinformer.com/b/features/archive/2010/03/10/opening-the-portal-exploring-portal-s-creation-and-its-ties-to-half-life-2.aspx?PostPageIndex=3 &amp;quot;Opening The Portal: Exploring The Game&#039;s Development&amp;quot;], con Valve, nunca esperaron el éxito de &amp;quot;El Pastel es Mentira&amp;quot;. Esperaron que, en todo caso, Hoopy el Aro fuera el meme derivado de [[Portal/es|Portal]]. Erik Wolpaw explica, &amp;quot;Pensamos que debíamos tener un almacén lleno de camisetas de Hoopy y tazas y posters… Podíamos ver ese aro girar una y otra vez. Era la parte del juego de la que estábamos más orgullosos, y a nadie le importó.&amp;quot;&lt;br /&gt;
el codigo de &amp;quot;Hoopy en el juego es glados_gib_10.&lt;br /&gt;
&lt;br /&gt;
== Apariciones ==&lt;br /&gt;
=== Portal ===&lt;br /&gt;
{{See also|Portal/es|l1=Portal}}&lt;br /&gt;
Hoopy el Aro gira cruzando la pantalla al final del juego {{spoiler text|mientras [[Chell/es|Chell]] está tumbada fuera de [[Aperture Science/es|Aperture Science]].}}&lt;br /&gt;
&lt;br /&gt;
=== Portal 2 ===&lt;br /&gt;
{{See also|Portal 2/es|l1=Portal 2}}&lt;br /&gt;
Hoopy es conocido por aparecer en algunos sitios en &#039;&#039;Portal 2&#039;&#039;. Su primera aparición es en [[Portal 2 Chapter 1 Her Chamber|Su Cámara]], donde anda en el suelo a la izquierda de lo que se podría llamar la cabeza de [[GLaDOS/es|GLaDOS]]; su segunda aparición es bajo un panel de suelo en la [[Portal 2 Chapter 2 Test Chamber 2|Cámara de Pruebas 2]]. Hace su tercera aparición conocida detrás de un escritorio {{Spoiler text|en una de las ratoneras de [[Doug Rattmann/es|Rattmann]] }} en la [[Portal 2 Chapter 2 Test Chamber 6|Cámara de Pruebas 6]]; es la misma ratonera que a la que se refiere el logro [[Achievements/es#Portal 2|Transmisión Final]].&lt;br /&gt;
&lt;br /&gt;
== Galería ==&lt;br /&gt;
{{Gallery&lt;br /&gt;
|lines=3&lt;br /&gt;
|title=Hoopy el Aro&lt;br /&gt;
|height=150&lt;br /&gt;
|width=200&lt;br /&gt;
|File:Portal Hoopy the Hoop 1.png|alt1=Hoopy el Aro|{{Spoiler|Hoopy el Aro al final de &#039;&#039;[[Portal/es|Portal]]&#039;&#039;}}&lt;br /&gt;
|File:Portal 2 Chapter 1 Her Chamber Hoopy the Hoop.png|Hoopy el Aro en [[Portal 2 Chapter 1 Her Chamber/es|su cámara]].&lt;br /&gt;
|File:Portal 2 Chapter 2 Test Chamber 02 Hoopy the Hoop.png|alt2=Hoopy el Aro en la [[Portal 2 Chapter 2 Test Chamber 2|Cámara de Pruebas 2]].|Hoopy el Aro en la [[Portal 2 Chapter 2 Test Chamber 2|Cámara de Pruebas 2]].&lt;br /&gt;
|File:Portal 2 Chapter 2 Test Chamber 6 Hoopy the Hoop.png|alt3=Hoopy el Aro en una {{Spoiler|[[Doug Rattmann/es|Ratonera de Rattmann]] en &#039;&#039;[[Portal 2]]&#039;&#039;}}|Hoopy el Aro en una {{Spoiler|[[Doug Rattmann/es|Ratonera de Rattmann]] en &#039;&#039;[[Portal 2]]&#039;&#039;}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Referencias ==&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{CharactersNav}}&lt;/div&gt;</summary>
		<author><name>P-body yellow</name></author>
	</entry>
	<entry>
		<id>https://theportalwiki.com/w/index.php?title=Pedestal_Button&amp;diff=135461</id>
		<title>Pedestal Button</title>
		<link rel="alternate" type="text/html" href="https://theportalwiki.com/w/index.php?title=Pedestal_Button&amp;diff=135461"/>
		<updated>2016-03-01T20:04:07Z</updated>

		<summary type="html">&lt;p&gt;P-body yellow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Switches&#039;&#039;&#039; are a game [[Mechanics|mechanic]] used within the &#039;&#039;Portal&#039;&#039; series. Switches can be found very frequently throughout [[Test Chambers]] and are primarily used to allow the player to trigger or toggle a particular function. A switch can be activated with the &amp;quot;Use&amp;quot; key (default:{{key|E}}).&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Switches are used for multiple purposes to initiate a particular action. More common uses include the dropping of a [[Cube]], activating a [[Gel]] pipeline and opening a door. Switches can also be timer-based, where the action, for example extending a platform, is only activated for a specific length of time.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{{Gallery&lt;br /&gt;
|lines=1&lt;br /&gt;
|title=Switch&lt;br /&gt;
|height=150&lt;br /&gt;
|width=150&lt;br /&gt;
|File:Switch.png|alt1=Switch|&#039;&#039;Portal&#039;&#039; Switch&lt;br /&gt;
|File:Portal 2 Switch.png|alt2=&#039;&#039;Portal 2&#039;&#039; Switch|&#039;&#039;Portal 2&#039;&#039; Switch&lt;br /&gt;
|File:1940s Switch.png|alt3=1940s Switch|1950s Switch&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Mechanics]]&lt;br /&gt;
* [[Cube#Weighted Companion Cube|Weighted Companion Cube]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MechanicsNav}}&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>P-body yellow</name></author>
	</entry>
	<entry>
		<id>https://theportalwiki.com/w/index.php?title=Puzzle_Creator&amp;diff=134781</id>
		<title>Puzzle Creator</title>
		<link rel="alternate" type="text/html" href="https://theportalwiki.com/w/index.php?title=Puzzle_Creator&amp;diff=134781"/>
		<updated>2016-02-22T20:43:22Z</updated>

		<summary type="html">&lt;p&gt;P-body yellow: /* Advanced controls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Featured article tag}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Puzzle Creator&#039;&#039;&#039; (also known as &#039;&#039;&#039;Puzzle Maker&#039;&#039;&#039; or &#039;&#039;&#039;Editor&#039;&#039;&#039;) is a part of the [[Perpetual Testing Initiative]] in &#039;&#039;[[Portal 2]]&#039;&#039;, a DLC released on May 8th, 2012&amp;lt;ref name=&amp;quot;shacknews_editor_confirmed&amp;quot;/&amp;gt; allowing the creation of single-player and [[Co-op]] test chambers within a simple in-game editor.&amp;lt;ref name=&amp;quot;shacknews_editor_confirmed&amp;quot;&amp;gt;[http://www.shacknews.com/article/70740/portal-2-in-game-map-editor-confirmed ShackNews article &#039;&#039;Portal 2 in-game map editor confirmed&#039;&#039;] accessed 22 October 2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In order to create a Co-operative puzzle, the chamber must be marked as a &amp;quot;Co-operative puzzle&amp;quot; in the &amp;quot;File&amp;quot; menu of the Puzzle Creator.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The editor was first mentioned within [[Portal 2 - The Final Hours|&#039;&#039;The Final Hours of Portal 2&#039;&#039;]], &amp;quot;[An in-game level browser won&#039;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&amp;quot;.&amp;lt;ref name=&amp;quot;FinalHours_mention_editor&amp;quot;&amp;gt;[[Portal 2 - The Final Hours]], page 10 of chapter &amp;quot;Unlikely Architects&amp;quot;.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Puzzle Creator&amp;quot; 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 &amp;quot;Puzzle Creator&amp;quot;&amp;lt;ref name=&amp;quot;Portal 2 Puzzle Creator Sneak Peek&amp;quot;&amp;gt;[http://www.thinkwithportals.com/blog.php?id=6632&amp;amp;p=1 Portal 2 Puzzle Creator Sneak Peek]&amp;lt;/ref&amp;gt;, later referred to it on the blog post of April 27, 2012 as &amp;quot;Puzzle Maker&amp;quot;&amp;lt;ref name=&amp;quot;The Perpetual Testing Initiative&amp;quot;&amp;gt;[http://www.thinkwithportals.com/blog.php?id=7853&amp;amp;p=1 The Perpetual Testing Initiative]&amp;lt;/ref&amp;gt; and simply calling it &amp;quot;Editor&amp;quot; in-game.&lt;br /&gt;
&lt;br /&gt;
==Interface==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[Image:Puzzle Creator initial view.png|500px|center|thumb|The initial view of the Puzzle Creator.]]&lt;br /&gt;
&lt;br /&gt;
===Basic controls===&lt;br /&gt;
* Hovering the mouse over the left screen edge displays the item list.&lt;br /&gt;
* The top edge of the screen features four buttons: &amp;quot;Build and play puzzle&amp;quot;, &amp;quot;Undo&amp;quot;, &amp;quot;Redo&amp;quot;, and &amp;quot;Switch to game view&amp;quot;.&lt;br /&gt;
* Selecting and dragging the upper-right corner pans the camera view.&lt;br /&gt;
* Selecting and dragging the right edge controls the camera zoom.&lt;br /&gt;
* Selecting and dragging the lower-right corner controls the camera rotation.&lt;br /&gt;
* {{key|LMB}} - Select a block or item.&lt;br /&gt;
* {{key|RMB}} - On background: Pans camera view; On chamber: Context menu.&lt;br /&gt;
* {{key|MMB}} - Click: Controls camera rotation; Scroll: Controls camera zoom (follows cursor).&lt;br /&gt;
* {{key|W|S}} - Zoom in/out.&lt;br /&gt;
* {{key|Q|E}} - Rotate left/right.&lt;br /&gt;
* {{key|W|S}} - Pan left/right.&lt;br /&gt;
* {{key|R|F}} - Rotate up/down.&lt;br /&gt;
* {{key|P}} - Toggle surface portalability.&lt;br /&gt;
* {{key|O}} - Invert surface portalability.&lt;br /&gt;
* {{key|+|-}} - Push/pull (extrude) surface.&lt;br /&gt;
* {{key|Delete}}/{{key|backspace}} - Delete selection.&lt;br /&gt;
&lt;br /&gt;
===Advanced controls===&lt;br /&gt;
* {{key|shift|LMB}} - Allows for batch selection of surfaces.&lt;br /&gt;
* {{key|c|LMB}} - Duplicates an item (does not duplicate any connections).&lt;br /&gt;
* {{key|alt|LMB}} - Places an item on the surface opposite to the one facing the camera.&lt;br /&gt;
* {{key|space|LMB}} - Pushes/pulls surface if selected.&lt;br /&gt;
&lt;br /&gt;
===Shortcuts===&lt;br /&gt;
* {{key|ctrl|N}} - New chamber&lt;br /&gt;
* {{key|ctrl|O}} - Open...&lt;br /&gt;
* {{key|ctrl|S}} - Save&lt;br /&gt;
* {{key|ctrl|shift|S}} - Save as...&lt;br /&gt;
* {{key|tab}} - Switch to game view.&lt;br /&gt;
* {{key|F9}} - Rebuild&lt;br /&gt;
* {{key|ctrl|Q}} - Exit editor&lt;br /&gt;
* {{key|ctrl|Z}} - Undo&lt;br /&gt;
* {{key|ctrl|Y}} - Redo&lt;br /&gt;
* {{key|ctrl|A}} - Select all&lt;br /&gt;
&lt;br /&gt;
==Items list==&lt;br /&gt;
&amp;lt;!-- Ordered as listed in game, left-right, top-bottom; using in-game names. --&amp;gt;&lt;br /&gt;
{{columns-list|3|&lt;br /&gt;
* [[File:Puzzle Creator pedestal button.png|32px]] [[Switch|Pedestal Button]] (includes timer)&lt;br /&gt;
* [[File:Puzzle Creator portal button.png|32px]] [[Heavy Duty Super-Colliding Super Button|Button]]&lt;br /&gt;
* [[File:Puzzle Creator box socket.png|32px]] [[Weighted Storage Cube Receptacle|Cube Button]]&lt;br /&gt;
* [[File:Puzzle Creator ball socket.png|32px]] [[Edgeless Safety Cube Receptacle|Sphere Button]]&lt;br /&gt;
* [[File:Puzzle Creator cube.png|32px]] [[Weighted Storage Cube|Weighted Cube]] (with dropper)&lt;br /&gt;
* [[File:Puzzle Creator companion cube.png|32px]] [[Weighted Companion Cube|Companion Cube]] (with dropper)&lt;br /&gt;
* [[File:Puzzle Creator edgeless safety cube.png|32px]] [[Edgeless Safety Cube|Edgeless Safety Cube]] (with dropper)&lt;br /&gt;
* {{Spoiler|[[File:Puzzle Creator frankenturret.png|32px|]]}} {{Spoiler|[[Frankenturret|Franken Cube]]}} (with dropper)&lt;br /&gt;
* [[File:Puzzle Creator tbeam.png|32px]] [[Excursion Funnel|Tractor Beam]] (forward/backward)&lt;br /&gt;
* [[File:Puzzle Creator faithplate.png|32px]] [[Aerial Faith Plate|Faith Plate]]&lt;br /&gt;
* [[File:Puzzle Creator hard light emitter.png|32px]] [[Hard Light Bridge|Light Bridge]]&lt;br /&gt;
* [[File:Puzzle Creator stairs.png|32px]] [[Panel|Stairs]]&lt;br /&gt;
* [[File:Puzzle Creator fizzler.png|32px]] [[Material Emancipation Grill|Fizzler]]&lt;br /&gt;
* [[File:Puzzle Creator glass.png|32px]] Glass (can be turned into grating)&lt;br /&gt;
* [[File:Puzzle Creator arm paneltop.png|32px]] [[Victory Lift|Piston Platform]]&lt;br /&gt;
* [[File:Puzzle Creator arm motionplatform.png|32px]] [[Unstationary Scaffold|Track Platform]]&lt;br /&gt;
* [[File:Puzzle Creator laser emitter.png|32px]] [[Thermal Discouragement Beam|Laser]] Emitter.&lt;br /&gt;
* [[File:Puzzle Creator laser catcher.png|32px]] [[Thermal Discouragement Beam|Laser]] Catcher.&lt;br /&gt;
* [[File:Puzzle Creator laser receptacle.png|32px]] [[Thermal Discouragement Beam|Laser]] Relay.&lt;br /&gt;
* [[File:Puzzle Creator reflection cube.png|32px]]  [[Discouragement Redirection Cube|Reflection Cube]] (with dropper)&lt;br /&gt;
* [[File:Puzzle Creator airlock.png|32px]] [[Panel|Glass Panel]]&lt;br /&gt;
* [[File:Puzzle Creator panel flap.png|32px]] [[Panel|Angled Panel]]&lt;br /&gt;
* [[File:Puzzle Creator panel flip.png|32px]] [[Panel|Flip Panel]]&lt;br /&gt;
* [[File:Puzzle Creator observation room.png|32px]] Observation Room&lt;br /&gt;
* [[File:Puzzle Creator deathfield.png|32px]] [[Laser Field]]&lt;br /&gt;
* [[File:Puzzle Creator turret.png|32px]] [[Turret]]&lt;br /&gt;
* [[File:Puzzle Creator goo.png|32px]] [[Goo|Deadly Goo]]&lt;br /&gt;
* [[File:Puzzle Creator light panel.png|32px]] Light Strip&lt;br /&gt;
* [[File:Puzzle Creator paintsplat bounce.png|32px]][[Repulsion Gel|Bounce Gel]] (with dropper)&lt;br /&gt;
* [[File:Puzzle Creator paintsplat speed.png|32px]] [[Propulsion Gel|Speed Gel]] (with dropper)&lt;br /&gt;
* [[File:Puzzle Creator paintsplat portal.png|32px]][[Conversion Gel]] (with dropper)&lt;br /&gt;
* [[File:Puzzle Creator paintsplat water.png|32px]] [[Cleansing Gel]] (with dropper)&lt;br /&gt;
* [[File:Puzzle Creator portal door.png|32px]] Door (cannot spawn)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* The following items are  exclusively featured in the [[Portal 2 - Education Version]].&lt;br /&gt;
{{columns-list|3|&lt;br /&gt;
* [[Weighted Storage Cube#Contraption Cube Receptacle|Contraption Cube Receptacle]]&lt;br /&gt;
* [[File:Puzzle Creator contraption cube.png|32px]] [[Weighted Storage Cube#Contraption Cube|Contraption Cube]] (with dropper)&lt;br /&gt;
* Text bubbles&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Hints==&lt;br /&gt;
===Initial non-repeating hints===&lt;br /&gt;
*Click a chamber surface tile to select it.&lt;br /&gt;
*Click and drag across several surfaces to block-select.&lt;br /&gt;
*Right click selections to change surface portalability.&lt;br /&gt;
*Drag the boundary edge of a selection to move the highlighted surfaces.&lt;br /&gt;
*Press and drag the background to rotate your camera view.&lt;br /&gt;
*Move the mouse to the far left edge of the screen to open the puzzle item palette.&lt;br /&gt;
===Beginner===&lt;br /&gt;
*Right click an item to change its properties or connect items together.&lt;br /&gt;
*The entry door, exit door, and large observation room are mandatory items. They can be moved, but they cannot be deleted or duplicated.&lt;br /&gt;
*Use the {{key|+}} and {{key|-}} keys to quickly modify selected chamber surfaces.&lt;br /&gt;
*Press {{key|P}} to change portalability of selected surfaces.&lt;br /&gt;
*Use the controls along the far right edge of the editor window to pan, zoom, and rotate your camera view.&lt;br /&gt;
*Rotate the camera view up to work on the ceiling.&lt;br /&gt;
*Rapidly duplicate puzzle items by holding down {{key|C}} while moving them.&lt;br /&gt;
*Use the mouse scroll wheel to zoom in and out.&lt;br /&gt;
*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.&lt;br /&gt;
*Some item placements are incompatible and will show an error indication until they are fixed.&lt;br /&gt;
&lt;br /&gt;
===Early intermediate===&lt;br /&gt;
*Use the adjustment gizmo that appears when you click an item to reposition it on its surface.&lt;br /&gt;
*Double click a surface to automatically expand the selection around all adjacent coplanar surfaces.&lt;br /&gt;
*Block-select surfaces on different planes to select a volume.&lt;br /&gt;
*Look for hotkey shortcuts along the right side of menus.&lt;br /&gt;
*The large mandatory observation room emits a bright light that casts shadows. Position it to enhance the visual effect of your chamber.&lt;br /&gt;
*Are your puzzles too dark? Use small observation room and light strip items to control the illumination level throughout your chamber.&lt;br /&gt;
*Press and drag the middle mouse wheel/button to rotate the camera view.&lt;br /&gt;
*The icons along the left side of a context menu are buttons that can be used repeatedly while the menu is open.&lt;br /&gt;
*Press and drag the middle mouse wheel/button while holding down {{key|Shift}} to pan the camera view.&lt;br /&gt;
*With a volume selected, the {{key|+}} and {{key|-}} keys will fill or carve.&lt;br /&gt;
*Press and drag the right mouse button to rotate the camera view.&lt;br /&gt;
*Drag the boundary of a volume selection set to move a portion of your chamber along any 3D axis.&lt;br /&gt;
===Intermediate===&lt;br /&gt;
*Connect multiple buttons to a receiving item: This requires all to be pressed simultaneously for activation.&lt;br /&gt;
*Hold down the spacebar and drag anywhere to quickly move selected surfaces and volumes.&lt;br /&gt;
*Use {{key|Home}} key to reset the camera view.&lt;br /&gt;
*Press {{key|F9}} to rebuild and run your puzzle.&lt;br /&gt;
*Use {{key|W}}, {{key|A}}, {{key|S}}, {{key|D}} keys to move the camera view.&lt;br /&gt;
*Use the {{key|Q}} {{key|E}} and {{key|R}} {{key|F}} keys to rotate the camera view.&lt;br /&gt;
*Press the {{key|O}} key to invert the portalability of selected surfaces&lt;br /&gt;
*Connect items together quickly by selecting one and using the {{key|K}} key.&lt;br /&gt;
*Hold down {{key|Alt}} while moving items to keep them on surfaces facing away from the camera view.&lt;br /&gt;
*Hold down {{key|Shift}} while rotating turrets and dropper-less cubes to snap their orientation to 45 degree increments.&lt;br /&gt;
===Advanced===&lt;br /&gt;
*When previewing your puzzle in first-person mode, use the &#039;noclip&#039; console command to quickly navigate the chamber.&lt;br /&gt;
*Place up to 4 light strips on a surface by using their adjustment gizmo.&lt;br /&gt;
*Change glass to grating by right clicking and changing the barrier type.&lt;br /&gt;
*Drag a trajectory target back onto its faith plate to create a vertical launch.&lt;br /&gt;
*Create a pre-placed gel splat by deleting or disabling the associated dropper.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===WIP Editing===&lt;br /&gt;
*Hold down SHIFT while clicking surfaces to expand the selection.&lt;br /&gt;
*Use Arrow keys to nudge the selection. &lt;br /&gt;
*Shift+arrow keys moves the carat in floor space.&lt;br /&gt;
*Use the PageUp/PageDown keys to nudge the selection in and out.&lt;br /&gt;
*Use Shift + arrow keys to expand the carat (Alt+Shift to move the opposite end)&lt;br /&gt;
*Holding down Spacebar while using the arrow keys to move the volume selection.&lt;br /&gt;
*Hold down CTRL while moving volume selections to duplicate the selection.&lt;br /&gt;
*Use number keys 1-0 to place an item type. Repeatedly tap to cycle through options.&lt;br /&gt;
*Use CTRL+number keys to set the camera to a preset view.&lt;br /&gt;
*Use CTRL+F5-F8 to save a custom view setting. F5-F8 to restore the view.&lt;br /&gt;
//Puzzlecraft Tips (WIP)&lt;br /&gt;
*Keep goals clear: The puzzle exit should always be visible upon entry.&lt;br /&gt;
*Keep puzzles simple. Players should be able to keep the solution in their head.&lt;br /&gt;
*Keep puzzles transparent. Players should always see the effect of pressing buttons. Avoid putting things in separate rooms.&lt;br /&gt;
*Keep puzzles about the cerebral challenge, not the execution: Puzzles should be easy to solve once players know the solution.&lt;br /&gt;
*If you want your puzzle to be broadly played and enjoyed, don&#039;t make players rely on precise timing or &#039;ninja&#039; FPS skills.&lt;br /&gt;
*Twitchy puzzles that require precise timing are less fun for most players. Expect a smaller audience.&lt;br /&gt;
*Maintain a sense of progression: Split up large puzzles into a series of smaller experiences.&lt;br /&gt;
*Maintain a sense of progression: Avoid puzzles that force the player to revisit the same area again and again.&lt;br /&gt;
*Puzzles are a contest between author and player where the player is ALWAYS expected to win in the end.&lt;br /&gt;
*Good puzzles are not so tricky to be frustrating, but just tricky enough to make players feel smart when they solve it.&lt;br /&gt;
*Keep it simple: Fewer puzzle elements arranged in a clear, strong way are better than many elements organized in a tangled knot.&lt;br /&gt;
*Playtest early and often to know what parts your audience finds too easy or too hard.&lt;br /&gt;
*Keep t-beams away from buttons where they can accidentally lift placed buttons or players.&lt;br /&gt;
*Avoid lasers that are always in the players movement path: they can get annoying really fast.&lt;br /&gt;
*It&#039;s okay to have more than one way to solve a puzzle, just be aware that the alternatives exist and that they don&#039;t ruin the puzzle.&lt;br /&gt;
*When you add another mechanic to your puzzle, you&#039;re increasing complexity -- make sure each added mechanic justifies its existence by contributing something interesting to the puzzle.&lt;br /&gt;
*Find a fun central concept for the puzzle and design back from there.&lt;br /&gt;
*Be careful not to put critical elements on the ceiling. Players rarely look up (or down) unless guided to.&lt;br /&gt;
*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. &#039;Whoa! I think this might work&#039; ... [tries crazy idea] ... &#039;That&#039;s awesome! I can&#039;t believe I did that!&#039;&lt;br /&gt;
*Avoid straightforward puzzles. They are boring.&lt;br /&gt;
*Players can&#039;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.&lt;br /&gt;
*Don&#039;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&#039;s also a complicated maneuver so it&#039;s possible to fail for a long time before you realize that it&#039;s not how to solve the puzzle.&lt;br /&gt;
*Avoid creating linear puzzles in linear spaces.&lt;br /&gt;
*Stick to using puzzle mechanics already defined in Portal 2. Most players don&#039;t appreciate idiosyncratic behavior.&lt;br /&gt;
*Play along with users&#039; expectations of how puzzle items function. Defying their expectations loses their trust in how anything will function.&lt;br /&gt;
*Buttons should only have a single output. Multiple outputs can be confusing.&lt;br /&gt;
*Never, ever let the player get into an un-winnable state.&lt;br /&gt;
*Don&#039;t allow cubes to get into places where the player cannot retrieve them.&lt;br /&gt;
*Avoid using floor-portal orientations as a puzzle mechanic, as most players are unaware portals even have an orientation.&lt;br /&gt;
*People&#039;s eyes are drawn towards brighter areas. Use lighting to direct player attention.&lt;br /&gt;
*Use strip light array, lasers, and other linear features to direct player view along a line.&lt;br /&gt;
*Avoid &amp;quot;chambers within chambers&amp;quot; where players can&#039;t see the consequences of their actions on the puzzle state.&lt;br /&gt;
*Testers want to help you improve your map. Listen to their feedback carefullly and always remember to thank them for their time.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
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]].&lt;br /&gt;
* The entity limit is set to 1750; the actual number of items placeable by the user is much lower than this. &amp;lt;!-- get exact number --&amp;gt;&lt;br /&gt;
* The editor is block based, so complex geometry such as curves and angles smaller or greater than 90 degrees cannot be achieved.&lt;br /&gt;
* Chambers are isolated, so sequences of chambers cannot be published as one map using the Puzzle Creator alone.&lt;br /&gt;
&lt;br /&gt;
==Related commands==&lt;br /&gt;
{{columns-list|3|&lt;br /&gt;
* {{code|procedural_generator_solve_it}} - Solve the procedural puzzle generator.&lt;br /&gt;
* {{code|procedural_generator_test}} - Test the procedural puzzle generator.&lt;br /&gt;
* {{code|puzzlemaker_autosave_dev}} - autosaves the current puzzle as &#039;autosave.p2c&#039;&lt;br /&gt;
* {{code|puzzlemaker_compile_and_preview}}&lt;br /&gt;
* {{code|puzzlemaker_compile_and_publish}}&lt;br /&gt;
* {{code|puzzlemaker_current_hint}}&lt;br /&gt;
* {{code|puzzlemaker_drawselectionmeshes 0/1}} - draw wireframe item selection meshes in red&lt;br /&gt;
* {{code|puzzlemaker_export &amp;lt;name&amp;gt;}} - export the current puzzle as &#039;name.vmf&#039; (maps are saved to common\portal 2\sdk_content\maps\)&lt;br /&gt;
* {{code|puzzlemaker_load_dev}} - load the puzzle called &#039;name.p2c&#039;&lt;br /&gt;
* {{code|puzzlemaker_new_chamber}}&lt;br /&gt;
* {{code|puzzlemaker_open_chamber}}&lt;br /&gt;
* {{code|puzzlemaker_play_sounds 0/1}} - sets if the puzzlemaker can play sounds or not&lt;br /&gt;
* {{code|puzzlemaker_publish_dev}} - compile the current puzzle and publish it to the Steam workshop&lt;br /&gt;
* {{code|puzzlemaker_quit}}                       &lt;br /&gt;
* {{code|puzzlemaker_request_publish}}&lt;br /&gt;
* {{code|puzzlemaker_save_chamber}}                                          &lt;br /&gt;
* {{code|puzzlemaker_save_dev &amp;lt;name&amp;gt;}} save the current puzzle as &#039;name.p2c&#039;&lt;br /&gt;
* {{code|puzzlemaker_shadows 0/1}} - Enable shadows in the Portal 2 Puzzle Maker&lt;br /&gt;
* {{code|puzzlemaker_show_overlay_web_page}}&lt;br /&gt;
* {{code|puzzlemaker_show 0/1}} - 1 shows the puzzle maker,  0 hides it&lt;br /&gt;
* {{code|puzzlemaker_zoom_to_mouse 0/1/2}} - 0-zoom to center of screen, 1-zoom to mouse cursor (smart), 2-zoom to mouse cursor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Unused content==&lt;br /&gt;
The following have been found in the game files:&lt;br /&gt;
{{columns-list|1|&lt;br /&gt;
* [[File:Puzzle Creator faithplate 128.png|32px]] [[Aerial Faith Plate]] (large).&lt;br /&gt;
* &#039;Push out&#039; [[panel]].&lt;br /&gt;
* A radial menu with voting criteria for a map, including &amp;quot;confused&amp;quot; and &amp;quot;stuck&amp;quot;.&lt;br /&gt;
* Various &amp;quot;upgrade&amp;quot; badge textures.&lt;br /&gt;
* [[File:Puzzle Creator crusher.png|32px]] [[Crusher]]&lt;br /&gt;
* [[File:Fixed portal door.png|32px]] [[Portal Spawner]]&lt;br /&gt;
* [[File:Puzzle Creator panel door.png|32px]] Unidentifiable [[panel]]&lt;br /&gt;
* Observation room with adjustable size&lt;br /&gt;
* [[w:Utah teapot|Teapot]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Modifications ==&lt;br /&gt;
Modifications are addons that add custom content to the PeTI Puzzle Maker and/or styles.&lt;br /&gt;
=== BEE2 ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;This is a well-known modification for the Perpetual Testing Initiative Puzzle Maker. It adds custom content to the editor, as well as puzzle styles including Portal 1, 1950s, 1970s, Clean and more. Its name means &amp;quot;Ben&#039;s Extended Editor&amp;quot;.&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{{Gallery&lt;br /&gt;
|lines=2&lt;br /&gt;
|title=Puzzle Creator&lt;br /&gt;
|height=150&lt;br /&gt;
|width=200&lt;br /&gt;
|File:P2editor example.jpg|An example of a simple test chamber.&lt;br /&gt;
}}&lt;br /&gt;
{{Gallery&lt;br /&gt;
|lines=1&lt;br /&gt;
|title=Pre-release&lt;br /&gt;
|height=150&lt;br /&gt;
|width=200&lt;br /&gt;
|File:Portal 2 editor announcement 01.jpg|Announcement screenshot #1&lt;br /&gt;
|File:Portal 2 editor announcement 02.jpg|Announcement screenshot #2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://www.thinkwithportals.com/puzzlemaker/hints.php Official &amp;quot;Tips&amp;quot; page]&lt;br /&gt;
* [http://www.thinkwithportals.com/puzzlemaker/editorkeys.php Official &amp;quot;Controls&amp;quot; page]&lt;br /&gt;
&lt;br /&gt;
{{Portal Series}}&lt;br /&gt;
[[Category:Puzzle Creator]]&lt;/div&gt;</summary>
		<author><name>P-body yellow</name></author>
	</entry>
	<entry>
		<id>https://theportalwiki.com/w/index.php?title=Puzzle_Creator&amp;diff=134780</id>
		<title>Puzzle Creator</title>
		<link rel="alternate" type="text/html" href="https://theportalwiki.com/w/index.php?title=Puzzle_Creator&amp;diff=134780"/>
		<updated>2016-02-22T20:42:58Z</updated>

		<summary type="html">&lt;p&gt;P-body yellow: /* Advanced controls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Featured article tag}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Puzzle Creator&#039;&#039;&#039; (also known as &#039;&#039;&#039;Puzzle Maker&#039;&#039;&#039; or &#039;&#039;&#039;Editor&#039;&#039;&#039;) is a part of the [[Perpetual Testing Initiative]] in &#039;&#039;[[Portal 2]]&#039;&#039;, a DLC released on May 8th, 2012&amp;lt;ref name=&amp;quot;shacknews_editor_confirmed&amp;quot;/&amp;gt; allowing the creation of single-player and [[Co-op]] test chambers within a simple in-game editor.&amp;lt;ref name=&amp;quot;shacknews_editor_confirmed&amp;quot;&amp;gt;[http://www.shacknews.com/article/70740/portal-2-in-game-map-editor-confirmed ShackNews article &#039;&#039;Portal 2 in-game map editor confirmed&#039;&#039;] accessed 22 October 2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In order to create a Co-operative puzzle, the chamber must be marked as a &amp;quot;Co-operative puzzle&amp;quot; in the &amp;quot;File&amp;quot; menu of the Puzzle Creator.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The editor was first mentioned within [[Portal 2 - The Final Hours|&#039;&#039;The Final Hours of Portal 2&#039;&#039;]], &amp;quot;[An in-game level browser won&#039;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&amp;quot;.&amp;lt;ref name=&amp;quot;FinalHours_mention_editor&amp;quot;&amp;gt;[[Portal 2 - The Final Hours]], page 10 of chapter &amp;quot;Unlikely Architects&amp;quot;.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Puzzle Creator&amp;quot; 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 &amp;quot;Puzzle Creator&amp;quot;&amp;lt;ref name=&amp;quot;Portal 2 Puzzle Creator Sneak Peek&amp;quot;&amp;gt;[http://www.thinkwithportals.com/blog.php?id=6632&amp;amp;p=1 Portal 2 Puzzle Creator Sneak Peek]&amp;lt;/ref&amp;gt;, later referred to it on the blog post of April 27, 2012 as &amp;quot;Puzzle Maker&amp;quot;&amp;lt;ref name=&amp;quot;The Perpetual Testing Initiative&amp;quot;&amp;gt;[http://www.thinkwithportals.com/blog.php?id=7853&amp;amp;p=1 The Perpetual Testing Initiative]&amp;lt;/ref&amp;gt; and simply calling it &amp;quot;Editor&amp;quot; in-game.&lt;br /&gt;
&lt;br /&gt;
==Interface==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[Image:Puzzle Creator initial view.png|500px|center|thumb|The initial view of the Puzzle Creator.]]&lt;br /&gt;
&lt;br /&gt;
===Basic controls===&lt;br /&gt;
* Hovering the mouse over the left screen edge displays the item list.&lt;br /&gt;
* The top edge of the screen features four buttons: &amp;quot;Build and play puzzle&amp;quot;, &amp;quot;Undo&amp;quot;, &amp;quot;Redo&amp;quot;, and &amp;quot;Switch to game view&amp;quot;.&lt;br /&gt;
* Selecting and dragging the upper-right corner pans the camera view.&lt;br /&gt;
* Selecting and dragging the right edge controls the camera zoom.&lt;br /&gt;
* Selecting and dragging the lower-right corner controls the camera rotation.&lt;br /&gt;
* {{key|LMB}} - Select a block or item.&lt;br /&gt;
* {{key|RMB}} - On background: Pans camera view; On chamber: Context menu.&lt;br /&gt;
* {{key|MMB}} - Click: Controls camera rotation; Scroll: Controls camera zoom (follows cursor).&lt;br /&gt;
* {{key|W|S}} - Zoom in/out.&lt;br /&gt;
* {{key|Q|E}} - Rotate left/right.&lt;br /&gt;
* {{key|W|S}} - Pan left/right.&lt;br /&gt;
* {{key|R|F}} - Rotate up/down.&lt;br /&gt;
* {{key|P}} - Toggle surface portalability.&lt;br /&gt;
* {{key|O}} - Invert surface portalability.&lt;br /&gt;
* {{key|+|-}} - Push/pull (extrude) surface.&lt;br /&gt;
* {{key|Delete}}/{{key|backspace}} - Delete selection.&lt;br /&gt;
&lt;br /&gt;
===Advanced controls===&lt;br /&gt;
* {{key|shift|LMB}} - Allows for batch selection of surfaces.&lt;br /&gt;
* {{key|cl|LMB}} - Duplicates an item (does not duplicate any connections).&lt;br /&gt;
* {{key|alt|LMB}} - Places an item on the surface opposite to the one facing the camera.&lt;br /&gt;
* {{key|space|LMB}} - Pushes/pulls surface if selected.&lt;br /&gt;
&lt;br /&gt;
===Shortcuts===&lt;br /&gt;
* {{key|ctrl|N}} - New chamber&lt;br /&gt;
* {{key|ctrl|O}} - Open...&lt;br /&gt;
* {{key|ctrl|S}} - Save&lt;br /&gt;
* {{key|ctrl|shift|S}} - Save as...&lt;br /&gt;
* {{key|tab}} - Switch to game view.&lt;br /&gt;
* {{key|F9}} - Rebuild&lt;br /&gt;
* {{key|ctrl|Q}} - Exit editor&lt;br /&gt;
* {{key|ctrl|Z}} - Undo&lt;br /&gt;
* {{key|ctrl|Y}} - Redo&lt;br /&gt;
* {{key|ctrl|A}} - Select all&lt;br /&gt;
&lt;br /&gt;
==Items list==&lt;br /&gt;
&amp;lt;!-- Ordered as listed in game, left-right, top-bottom; using in-game names. --&amp;gt;&lt;br /&gt;
{{columns-list|3|&lt;br /&gt;
* [[File:Puzzle Creator pedestal button.png|32px]] [[Switch|Pedestal Button]] (includes timer)&lt;br /&gt;
* [[File:Puzzle Creator portal button.png|32px]] [[Heavy Duty Super-Colliding Super Button|Button]]&lt;br /&gt;
* [[File:Puzzle Creator box socket.png|32px]] [[Weighted Storage Cube Receptacle|Cube Button]]&lt;br /&gt;
* [[File:Puzzle Creator ball socket.png|32px]] [[Edgeless Safety Cube Receptacle|Sphere Button]]&lt;br /&gt;
* [[File:Puzzle Creator cube.png|32px]] [[Weighted Storage Cube|Weighted Cube]] (with dropper)&lt;br /&gt;
* [[File:Puzzle Creator companion cube.png|32px]] [[Weighted Companion Cube|Companion Cube]] (with dropper)&lt;br /&gt;
* [[File:Puzzle Creator edgeless safety cube.png|32px]] [[Edgeless Safety Cube|Edgeless Safety Cube]] (with dropper)&lt;br /&gt;
* {{Spoiler|[[File:Puzzle Creator frankenturret.png|32px|]]}} {{Spoiler|[[Frankenturret|Franken Cube]]}} (with dropper)&lt;br /&gt;
* [[File:Puzzle Creator tbeam.png|32px]] [[Excursion Funnel|Tractor Beam]] (forward/backward)&lt;br /&gt;
* [[File:Puzzle Creator faithplate.png|32px]] [[Aerial Faith Plate|Faith Plate]]&lt;br /&gt;
* [[File:Puzzle Creator hard light emitter.png|32px]] [[Hard Light Bridge|Light Bridge]]&lt;br /&gt;
* [[File:Puzzle Creator stairs.png|32px]] [[Panel|Stairs]]&lt;br /&gt;
* [[File:Puzzle Creator fizzler.png|32px]] [[Material Emancipation Grill|Fizzler]]&lt;br /&gt;
* [[File:Puzzle Creator glass.png|32px]] Glass (can be turned into grating)&lt;br /&gt;
* [[File:Puzzle Creator arm paneltop.png|32px]] [[Victory Lift|Piston Platform]]&lt;br /&gt;
* [[File:Puzzle Creator arm motionplatform.png|32px]] [[Unstationary Scaffold|Track Platform]]&lt;br /&gt;
* [[File:Puzzle Creator laser emitter.png|32px]] [[Thermal Discouragement Beam|Laser]] Emitter.&lt;br /&gt;
* [[File:Puzzle Creator laser catcher.png|32px]] [[Thermal Discouragement Beam|Laser]] Catcher.&lt;br /&gt;
* [[File:Puzzle Creator laser receptacle.png|32px]] [[Thermal Discouragement Beam|Laser]] Relay.&lt;br /&gt;
* [[File:Puzzle Creator reflection cube.png|32px]]  [[Discouragement Redirection Cube|Reflection Cube]] (with dropper)&lt;br /&gt;
* [[File:Puzzle Creator airlock.png|32px]] [[Panel|Glass Panel]]&lt;br /&gt;
* [[File:Puzzle Creator panel flap.png|32px]] [[Panel|Angled Panel]]&lt;br /&gt;
* [[File:Puzzle Creator panel flip.png|32px]] [[Panel|Flip Panel]]&lt;br /&gt;
* [[File:Puzzle Creator observation room.png|32px]] Observation Room&lt;br /&gt;
* [[File:Puzzle Creator deathfield.png|32px]] [[Laser Field]]&lt;br /&gt;
* [[File:Puzzle Creator turret.png|32px]] [[Turret]]&lt;br /&gt;
* [[File:Puzzle Creator goo.png|32px]] [[Goo|Deadly Goo]]&lt;br /&gt;
* [[File:Puzzle Creator light panel.png|32px]] Light Strip&lt;br /&gt;
* [[File:Puzzle Creator paintsplat bounce.png|32px]][[Repulsion Gel|Bounce Gel]] (with dropper)&lt;br /&gt;
* [[File:Puzzle Creator paintsplat speed.png|32px]] [[Propulsion Gel|Speed Gel]] (with dropper)&lt;br /&gt;
* [[File:Puzzle Creator paintsplat portal.png|32px]][[Conversion Gel]] (with dropper)&lt;br /&gt;
* [[File:Puzzle Creator paintsplat water.png|32px]] [[Cleansing Gel]] (with dropper)&lt;br /&gt;
* [[File:Puzzle Creator portal door.png|32px]] Door (cannot spawn)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* The following items are  exclusively featured in the [[Portal 2 - Education Version]].&lt;br /&gt;
{{columns-list|3|&lt;br /&gt;
* [[Weighted Storage Cube#Contraption Cube Receptacle|Contraption Cube Receptacle]]&lt;br /&gt;
* [[File:Puzzle Creator contraption cube.png|32px]] [[Weighted Storage Cube#Contraption Cube|Contraption Cube]] (with dropper)&lt;br /&gt;
* Text bubbles&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Hints==&lt;br /&gt;
===Initial non-repeating hints===&lt;br /&gt;
*Click a chamber surface tile to select it.&lt;br /&gt;
*Click and drag across several surfaces to block-select.&lt;br /&gt;
*Right click selections to change surface portalability.&lt;br /&gt;
*Drag the boundary edge of a selection to move the highlighted surfaces.&lt;br /&gt;
*Press and drag the background to rotate your camera view.&lt;br /&gt;
*Move the mouse to the far left edge of the screen to open the puzzle item palette.&lt;br /&gt;
===Beginner===&lt;br /&gt;
*Right click an item to change its properties or connect items together.&lt;br /&gt;
*The entry door, exit door, and large observation room are mandatory items. They can be moved, but they cannot be deleted or duplicated.&lt;br /&gt;
*Use the {{key|+}} and {{key|-}} keys to quickly modify selected chamber surfaces.&lt;br /&gt;
*Press {{key|P}} to change portalability of selected surfaces.&lt;br /&gt;
*Use the controls along the far right edge of the editor window to pan, zoom, and rotate your camera view.&lt;br /&gt;
*Rotate the camera view up to work on the ceiling.&lt;br /&gt;
*Rapidly duplicate puzzle items by holding down {{key|C}} while moving them.&lt;br /&gt;
*Use the mouse scroll wheel to zoom in and out.&lt;br /&gt;
*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.&lt;br /&gt;
*Some item placements are incompatible and will show an error indication until they are fixed.&lt;br /&gt;
&lt;br /&gt;
===Early intermediate===&lt;br /&gt;
*Use the adjustment gizmo that appears when you click an item to reposition it on its surface.&lt;br /&gt;
*Double click a surface to automatically expand the selection around all adjacent coplanar surfaces.&lt;br /&gt;
*Block-select surfaces on different planes to select a volume.&lt;br /&gt;
*Look for hotkey shortcuts along the right side of menus.&lt;br /&gt;
*The large mandatory observation room emits a bright light that casts shadows. Position it to enhance the visual effect of your chamber.&lt;br /&gt;
*Are your puzzles too dark? Use small observation room and light strip items to control the illumination level throughout your chamber.&lt;br /&gt;
*Press and drag the middle mouse wheel/button to rotate the camera view.&lt;br /&gt;
*The icons along the left side of a context menu are buttons that can be used repeatedly while the menu is open.&lt;br /&gt;
*Press and drag the middle mouse wheel/button while holding down {{key|Shift}} to pan the camera view.&lt;br /&gt;
*With a volume selected, the {{key|+}} and {{key|-}} keys will fill or carve.&lt;br /&gt;
*Press and drag the right mouse button to rotate the camera view.&lt;br /&gt;
*Drag the boundary of a volume selection set to move a portion of your chamber along any 3D axis.&lt;br /&gt;
===Intermediate===&lt;br /&gt;
*Connect multiple buttons to a receiving item: This requires all to be pressed simultaneously for activation.&lt;br /&gt;
*Hold down the spacebar and drag anywhere to quickly move selected surfaces and volumes.&lt;br /&gt;
*Use {{key|Home}} key to reset the camera view.&lt;br /&gt;
*Press {{key|F9}} to rebuild and run your puzzle.&lt;br /&gt;
*Use {{key|W}}, {{key|A}}, {{key|S}}, {{key|D}} keys to move the camera view.&lt;br /&gt;
*Use the {{key|Q}} {{key|E}} and {{key|R}} {{key|F}} keys to rotate the camera view.&lt;br /&gt;
*Press the {{key|O}} key to invert the portalability of selected surfaces&lt;br /&gt;
*Connect items together quickly by selecting one and using the {{key|K}} key.&lt;br /&gt;
*Hold down {{key|Alt}} while moving items to keep them on surfaces facing away from the camera view.&lt;br /&gt;
*Hold down {{key|Shift}} while rotating turrets and dropper-less cubes to snap their orientation to 45 degree increments.&lt;br /&gt;
===Advanced===&lt;br /&gt;
*When previewing your puzzle in first-person mode, use the &#039;noclip&#039; console command to quickly navigate the chamber.&lt;br /&gt;
*Place up to 4 light strips on a surface by using their adjustment gizmo.&lt;br /&gt;
*Change glass to grating by right clicking and changing the barrier type.&lt;br /&gt;
*Drag a trajectory target back onto its faith plate to create a vertical launch.&lt;br /&gt;
*Create a pre-placed gel splat by deleting or disabling the associated dropper.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===WIP Editing===&lt;br /&gt;
*Hold down SHIFT while clicking surfaces to expand the selection.&lt;br /&gt;
*Use Arrow keys to nudge the selection. &lt;br /&gt;
*Shift+arrow keys moves the carat in floor space.&lt;br /&gt;
*Use the PageUp/PageDown keys to nudge the selection in and out.&lt;br /&gt;
*Use Shift + arrow keys to expand the carat (Alt+Shift to move the opposite end)&lt;br /&gt;
*Holding down Spacebar while using the arrow keys to move the volume selection.&lt;br /&gt;
*Hold down CTRL while moving volume selections to duplicate the selection.&lt;br /&gt;
*Use number keys 1-0 to place an item type. Repeatedly tap to cycle through options.&lt;br /&gt;
*Use CTRL+number keys to set the camera to a preset view.&lt;br /&gt;
*Use CTRL+F5-F8 to save a custom view setting. F5-F8 to restore the view.&lt;br /&gt;
//Puzzlecraft Tips (WIP)&lt;br /&gt;
*Keep goals clear: The puzzle exit should always be visible upon entry.&lt;br /&gt;
*Keep puzzles simple. Players should be able to keep the solution in their head.&lt;br /&gt;
*Keep puzzles transparent. Players should always see the effect of pressing buttons. Avoid putting things in separate rooms.&lt;br /&gt;
*Keep puzzles about the cerebral challenge, not the execution: Puzzles should be easy to solve once players know the solution.&lt;br /&gt;
*If you want your puzzle to be broadly played and enjoyed, don&#039;t make players rely on precise timing or &#039;ninja&#039; FPS skills.&lt;br /&gt;
*Twitchy puzzles that require precise timing are less fun for most players. Expect a smaller audience.&lt;br /&gt;
*Maintain a sense of progression: Split up large puzzles into a series of smaller experiences.&lt;br /&gt;
*Maintain a sense of progression: Avoid puzzles that force the player to revisit the same area again and again.&lt;br /&gt;
*Puzzles are a contest between author and player where the player is ALWAYS expected to win in the end.&lt;br /&gt;
*Good puzzles are not so tricky to be frustrating, but just tricky enough to make players feel smart when they solve it.&lt;br /&gt;
*Keep it simple: Fewer puzzle elements arranged in a clear, strong way are better than many elements organized in a tangled knot.&lt;br /&gt;
*Playtest early and often to know what parts your audience finds too easy or too hard.&lt;br /&gt;
*Keep t-beams away from buttons where they can accidentally lift placed buttons or players.&lt;br /&gt;
*Avoid lasers that are always in the players movement path: they can get annoying really fast.&lt;br /&gt;
*It&#039;s okay to have more than one way to solve a puzzle, just be aware that the alternatives exist and that they don&#039;t ruin the puzzle.&lt;br /&gt;
*When you add another mechanic to your puzzle, you&#039;re increasing complexity -- make sure each added mechanic justifies its existence by contributing something interesting to the puzzle.&lt;br /&gt;
*Find a fun central concept for the puzzle and design back from there.&lt;br /&gt;
*Be careful not to put critical elements on the ceiling. Players rarely look up (or down) unless guided to.&lt;br /&gt;
*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. &#039;Whoa! I think this might work&#039; ... [tries crazy idea] ... &#039;That&#039;s awesome! I can&#039;t believe I did that!&#039;&lt;br /&gt;
*Avoid straightforward puzzles. They are boring.&lt;br /&gt;
*Players can&#039;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.&lt;br /&gt;
*Don&#039;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&#039;s also a complicated maneuver so it&#039;s possible to fail for a long time before you realize that it&#039;s not how to solve the puzzle.&lt;br /&gt;
*Avoid creating linear puzzles in linear spaces.&lt;br /&gt;
*Stick to using puzzle mechanics already defined in Portal 2. Most players don&#039;t appreciate idiosyncratic behavior.&lt;br /&gt;
*Play along with users&#039; expectations of how puzzle items function. Defying their expectations loses their trust in how anything will function.&lt;br /&gt;
*Buttons should only have a single output. Multiple outputs can be confusing.&lt;br /&gt;
*Never, ever let the player get into an un-winnable state.&lt;br /&gt;
*Don&#039;t allow cubes to get into places where the player cannot retrieve them.&lt;br /&gt;
*Avoid using floor-portal orientations as a puzzle mechanic, as most players are unaware portals even have an orientation.&lt;br /&gt;
*People&#039;s eyes are drawn towards brighter areas. Use lighting to direct player attention.&lt;br /&gt;
*Use strip light array, lasers, and other linear features to direct player view along a line.&lt;br /&gt;
*Avoid &amp;quot;chambers within chambers&amp;quot; where players can&#039;t see the consequences of their actions on the puzzle state.&lt;br /&gt;
*Testers want to help you improve your map. Listen to their feedback carefullly and always remember to thank them for their time.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
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]].&lt;br /&gt;
* The entity limit is set to 1750; the actual number of items placeable by the user is much lower than this. &amp;lt;!-- get exact number --&amp;gt;&lt;br /&gt;
* The editor is block based, so complex geometry such as curves and angles smaller or greater than 90 degrees cannot be achieved.&lt;br /&gt;
* Chambers are isolated, so sequences of chambers cannot be published as one map using the Puzzle Creator alone.&lt;br /&gt;
&lt;br /&gt;
==Related commands==&lt;br /&gt;
{{columns-list|3|&lt;br /&gt;
* {{code|procedural_generator_solve_it}} - Solve the procedural puzzle generator.&lt;br /&gt;
* {{code|procedural_generator_test}} - Test the procedural puzzle generator.&lt;br /&gt;
* {{code|puzzlemaker_autosave_dev}} - autosaves the current puzzle as &#039;autosave.p2c&#039;&lt;br /&gt;
* {{code|puzzlemaker_compile_and_preview}}&lt;br /&gt;
* {{code|puzzlemaker_compile_and_publish}}&lt;br /&gt;
* {{code|puzzlemaker_current_hint}}&lt;br /&gt;
* {{code|puzzlemaker_drawselectionmeshes 0/1}} - draw wireframe item selection meshes in red&lt;br /&gt;
* {{code|puzzlemaker_export &amp;lt;name&amp;gt;}} - export the current puzzle as &#039;name.vmf&#039; (maps are saved to common\portal 2\sdk_content\maps\)&lt;br /&gt;
* {{code|puzzlemaker_load_dev}} - load the puzzle called &#039;name.p2c&#039;&lt;br /&gt;
* {{code|puzzlemaker_new_chamber}}&lt;br /&gt;
* {{code|puzzlemaker_open_chamber}}&lt;br /&gt;
* {{code|puzzlemaker_play_sounds 0/1}} - sets if the puzzlemaker can play sounds or not&lt;br /&gt;
* {{code|puzzlemaker_publish_dev}} - compile the current puzzle and publish it to the Steam workshop&lt;br /&gt;
* {{code|puzzlemaker_quit}}                       &lt;br /&gt;
* {{code|puzzlemaker_request_publish}}&lt;br /&gt;
* {{code|puzzlemaker_save_chamber}}                                          &lt;br /&gt;
* {{code|puzzlemaker_save_dev &amp;lt;name&amp;gt;}} save the current puzzle as &#039;name.p2c&#039;&lt;br /&gt;
* {{code|puzzlemaker_shadows 0/1}} - Enable shadows in the Portal 2 Puzzle Maker&lt;br /&gt;
* {{code|puzzlemaker_show_overlay_web_page}}&lt;br /&gt;
* {{code|puzzlemaker_show 0/1}} - 1 shows the puzzle maker,  0 hides it&lt;br /&gt;
* {{code|puzzlemaker_zoom_to_mouse 0/1/2}} - 0-zoom to center of screen, 1-zoom to mouse cursor (smart), 2-zoom to mouse cursor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Unused content==&lt;br /&gt;
The following have been found in the game files:&lt;br /&gt;
{{columns-list|1|&lt;br /&gt;
* [[File:Puzzle Creator faithplate 128.png|32px]] [[Aerial Faith Plate]] (large).&lt;br /&gt;
* &#039;Push out&#039; [[panel]].&lt;br /&gt;
* A radial menu with voting criteria for a map, including &amp;quot;confused&amp;quot; and &amp;quot;stuck&amp;quot;.&lt;br /&gt;
* Various &amp;quot;upgrade&amp;quot; badge textures.&lt;br /&gt;
* [[File:Puzzle Creator crusher.png|32px]] [[Crusher]]&lt;br /&gt;
* [[File:Fixed portal door.png|32px]] [[Portal Spawner]]&lt;br /&gt;
* [[File:Puzzle Creator panel door.png|32px]] Unidentifiable [[panel]]&lt;br /&gt;
* Observation room with adjustable size&lt;br /&gt;
* [[w:Utah teapot|Teapot]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Modifications ==&lt;br /&gt;
Modifications are addons that add custom content to the PeTI Puzzle Maker and/or styles.&lt;br /&gt;
=== BEE2 ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;This is a well-known modification for the Perpetual Testing Initiative Puzzle Maker. It adds custom content to the editor, as well as puzzle styles including Portal 1, 1950s, 1970s, Clean and more. Its name means &amp;quot;Ben&#039;s Extended Editor&amp;quot;.&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{{Gallery&lt;br /&gt;
|lines=2&lt;br /&gt;
|title=Puzzle Creator&lt;br /&gt;
|height=150&lt;br /&gt;
|width=200&lt;br /&gt;
|File:P2editor example.jpg|An example of a simple test chamber.&lt;br /&gt;
}}&lt;br /&gt;
{{Gallery&lt;br /&gt;
|lines=1&lt;br /&gt;
|title=Pre-release&lt;br /&gt;
|height=150&lt;br /&gt;
|width=200&lt;br /&gt;
|File:Portal 2 editor announcement 01.jpg|Announcement screenshot #1&lt;br /&gt;
|File:Portal 2 editor announcement 02.jpg|Announcement screenshot #2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://www.thinkwithportals.com/puzzlemaker/hints.php Official &amp;quot;Tips&amp;quot; page]&lt;br /&gt;
* [http://www.thinkwithportals.com/puzzlemaker/editorkeys.php Official &amp;quot;Controls&amp;quot; page]&lt;br /&gt;
&lt;br /&gt;
{{Portal Series}}&lt;br /&gt;
[[Category:Puzzle Creator]]&lt;/div&gt;</summary>
		<author><name>P-body yellow</name></author>
	</entry>
	<entry>
		<id>https://theportalwiki.com/w/index.php?title=Puzzle_Creator&amp;diff=134779</id>
		<title>Puzzle Creator</title>
		<link rel="alternate" type="text/html" href="https://theportalwiki.com/w/index.php?title=Puzzle_Creator&amp;diff=134779"/>
		<updated>2016-02-22T20:41:06Z</updated>

		<summary type="html">&lt;p&gt;P-body yellow: /* Beginner */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Featured article tag}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Puzzle Creator&#039;&#039;&#039; (also known as &#039;&#039;&#039;Puzzle Maker&#039;&#039;&#039; or &#039;&#039;&#039;Editor&#039;&#039;&#039;) is a part of the [[Perpetual Testing Initiative]] in &#039;&#039;[[Portal 2]]&#039;&#039;, a DLC released on May 8th, 2012&amp;lt;ref name=&amp;quot;shacknews_editor_confirmed&amp;quot;/&amp;gt; allowing the creation of single-player and [[Co-op]] test chambers within a simple in-game editor.&amp;lt;ref name=&amp;quot;shacknews_editor_confirmed&amp;quot;&amp;gt;[http://www.shacknews.com/article/70740/portal-2-in-game-map-editor-confirmed ShackNews article &#039;&#039;Portal 2 in-game map editor confirmed&#039;&#039;] accessed 22 October 2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In order to create a Co-operative puzzle, the chamber must be marked as a &amp;quot;Co-operative puzzle&amp;quot; in the &amp;quot;File&amp;quot; menu of the Puzzle Creator.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The editor was first mentioned within [[Portal 2 - The Final Hours|&#039;&#039;The Final Hours of Portal 2&#039;&#039;]], &amp;quot;[An in-game level browser won&#039;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&amp;quot;.&amp;lt;ref name=&amp;quot;FinalHours_mention_editor&amp;quot;&amp;gt;[[Portal 2 - The Final Hours]], page 10 of chapter &amp;quot;Unlikely Architects&amp;quot;.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Puzzle Creator&amp;quot; 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 &amp;quot;Puzzle Creator&amp;quot;&amp;lt;ref name=&amp;quot;Portal 2 Puzzle Creator Sneak Peek&amp;quot;&amp;gt;[http://www.thinkwithportals.com/blog.php?id=6632&amp;amp;p=1 Portal 2 Puzzle Creator Sneak Peek]&amp;lt;/ref&amp;gt;, later referred to it on the blog post of April 27, 2012 as &amp;quot;Puzzle Maker&amp;quot;&amp;lt;ref name=&amp;quot;The Perpetual Testing Initiative&amp;quot;&amp;gt;[http://www.thinkwithportals.com/blog.php?id=7853&amp;amp;p=1 The Perpetual Testing Initiative]&amp;lt;/ref&amp;gt; and simply calling it &amp;quot;Editor&amp;quot; in-game.&lt;br /&gt;
&lt;br /&gt;
==Interface==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[Image:Puzzle Creator initial view.png|500px|center|thumb|The initial view of the Puzzle Creator.]]&lt;br /&gt;
&lt;br /&gt;
===Basic controls===&lt;br /&gt;
* Hovering the mouse over the left screen edge displays the item list.&lt;br /&gt;
* The top edge of the screen features four buttons: &amp;quot;Build and play puzzle&amp;quot;, &amp;quot;Undo&amp;quot;, &amp;quot;Redo&amp;quot;, and &amp;quot;Switch to game view&amp;quot;.&lt;br /&gt;
* Selecting and dragging the upper-right corner pans the camera view.&lt;br /&gt;
* Selecting and dragging the right edge controls the camera zoom.&lt;br /&gt;
* Selecting and dragging the lower-right corner controls the camera rotation.&lt;br /&gt;
* {{key|LMB}} - Select a block or item.&lt;br /&gt;
* {{key|RMB}} - On background: Pans camera view; On chamber: Context menu.&lt;br /&gt;
* {{key|MMB}} - Click: Controls camera rotation; Scroll: Controls camera zoom (follows cursor).&lt;br /&gt;
* {{key|W|S}} - Zoom in/out.&lt;br /&gt;
* {{key|Q|E}} - Rotate left/right.&lt;br /&gt;
* {{key|W|S}} - Pan left/right.&lt;br /&gt;
* {{key|R|F}} - Rotate up/down.&lt;br /&gt;
* {{key|P}} - Toggle surface portalability.&lt;br /&gt;
* {{key|O}} - Invert surface portalability.&lt;br /&gt;
* {{key|+|-}} - Push/pull (extrude) surface.&lt;br /&gt;
* {{key|Delete}}/{{key|backspace}} - Delete selection.&lt;br /&gt;
&lt;br /&gt;
===Advanced controls===&lt;br /&gt;
* {{key|shift|LMB}} - Allows for batch selection of surfaces.&lt;br /&gt;
* {{key|ctrl|LMB}} - Duplicates an item (does not duplicate any connections).&lt;br /&gt;
* {{key|alt|LMB}} - Places an item on the surface opposite to the one facing the camera.&lt;br /&gt;
* {{key|space|LMB}} - Pushes/pulls surface if selected.&lt;br /&gt;
&lt;br /&gt;
===Shortcuts===&lt;br /&gt;
* {{key|ctrl|N}} - New chamber&lt;br /&gt;
* {{key|ctrl|O}} - Open...&lt;br /&gt;
* {{key|ctrl|S}} - Save&lt;br /&gt;
* {{key|ctrl|shift|S}} - Save as...&lt;br /&gt;
* {{key|tab}} - Switch to game view.&lt;br /&gt;
* {{key|F9}} - Rebuild&lt;br /&gt;
* {{key|ctrl|Q}} - Exit editor&lt;br /&gt;
* {{key|ctrl|Z}} - Undo&lt;br /&gt;
* {{key|ctrl|Y}} - Redo&lt;br /&gt;
* {{key|ctrl|A}} - Select all&lt;br /&gt;
&lt;br /&gt;
==Items list==&lt;br /&gt;
&amp;lt;!-- Ordered as listed in game, left-right, top-bottom; using in-game names. --&amp;gt;&lt;br /&gt;
{{columns-list|3|&lt;br /&gt;
* [[File:Puzzle Creator pedestal button.png|32px]] [[Switch|Pedestal Button]] (includes timer)&lt;br /&gt;
* [[File:Puzzle Creator portal button.png|32px]] [[Heavy Duty Super-Colliding Super Button|Button]]&lt;br /&gt;
* [[File:Puzzle Creator box socket.png|32px]] [[Weighted Storage Cube Receptacle|Cube Button]]&lt;br /&gt;
* [[File:Puzzle Creator ball socket.png|32px]] [[Edgeless Safety Cube Receptacle|Sphere Button]]&lt;br /&gt;
* [[File:Puzzle Creator cube.png|32px]] [[Weighted Storage Cube|Weighted Cube]] (with dropper)&lt;br /&gt;
* [[File:Puzzle Creator companion cube.png|32px]] [[Weighted Companion Cube|Companion Cube]] (with dropper)&lt;br /&gt;
* [[File:Puzzle Creator edgeless safety cube.png|32px]] [[Edgeless Safety Cube|Edgeless Safety Cube]] (with dropper)&lt;br /&gt;
* {{Spoiler|[[File:Puzzle Creator frankenturret.png|32px|]]}} {{Spoiler|[[Frankenturret|Franken Cube]]}} (with dropper)&lt;br /&gt;
* [[File:Puzzle Creator tbeam.png|32px]] [[Excursion Funnel|Tractor Beam]] (forward/backward)&lt;br /&gt;
* [[File:Puzzle Creator faithplate.png|32px]] [[Aerial Faith Plate|Faith Plate]]&lt;br /&gt;
* [[File:Puzzle Creator hard light emitter.png|32px]] [[Hard Light Bridge|Light Bridge]]&lt;br /&gt;
* [[File:Puzzle Creator stairs.png|32px]] [[Panel|Stairs]]&lt;br /&gt;
* [[File:Puzzle Creator fizzler.png|32px]] [[Material Emancipation Grill|Fizzler]]&lt;br /&gt;
* [[File:Puzzle Creator glass.png|32px]] Glass (can be turned into grating)&lt;br /&gt;
* [[File:Puzzle Creator arm paneltop.png|32px]] [[Victory Lift|Piston Platform]]&lt;br /&gt;
* [[File:Puzzle Creator arm motionplatform.png|32px]] [[Unstationary Scaffold|Track Platform]]&lt;br /&gt;
* [[File:Puzzle Creator laser emitter.png|32px]] [[Thermal Discouragement Beam|Laser]] Emitter.&lt;br /&gt;
* [[File:Puzzle Creator laser catcher.png|32px]] [[Thermal Discouragement Beam|Laser]] Catcher.&lt;br /&gt;
* [[File:Puzzle Creator laser receptacle.png|32px]] [[Thermal Discouragement Beam|Laser]] Relay.&lt;br /&gt;
* [[File:Puzzle Creator reflection cube.png|32px]]  [[Discouragement Redirection Cube|Reflection Cube]] (with dropper)&lt;br /&gt;
* [[File:Puzzle Creator airlock.png|32px]] [[Panel|Glass Panel]]&lt;br /&gt;
* [[File:Puzzle Creator panel flap.png|32px]] [[Panel|Angled Panel]]&lt;br /&gt;
* [[File:Puzzle Creator panel flip.png|32px]] [[Panel|Flip Panel]]&lt;br /&gt;
* [[File:Puzzle Creator observation room.png|32px]] Observation Room&lt;br /&gt;
* [[File:Puzzle Creator deathfield.png|32px]] [[Laser Field]]&lt;br /&gt;
* [[File:Puzzle Creator turret.png|32px]] [[Turret]]&lt;br /&gt;
* [[File:Puzzle Creator goo.png|32px]] [[Goo|Deadly Goo]]&lt;br /&gt;
* [[File:Puzzle Creator light panel.png|32px]] Light Strip&lt;br /&gt;
* [[File:Puzzle Creator paintsplat bounce.png|32px]][[Repulsion Gel|Bounce Gel]] (with dropper)&lt;br /&gt;
* [[File:Puzzle Creator paintsplat speed.png|32px]] [[Propulsion Gel|Speed Gel]] (with dropper)&lt;br /&gt;
* [[File:Puzzle Creator paintsplat portal.png|32px]][[Conversion Gel]] (with dropper)&lt;br /&gt;
* [[File:Puzzle Creator paintsplat water.png|32px]] [[Cleansing Gel]] (with dropper)&lt;br /&gt;
* [[File:Puzzle Creator portal door.png|32px]] Door (cannot spawn)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* The following items are  exclusively featured in the [[Portal 2 - Education Version]].&lt;br /&gt;
{{columns-list|3|&lt;br /&gt;
* [[Weighted Storage Cube#Contraption Cube Receptacle|Contraption Cube Receptacle]]&lt;br /&gt;
* [[File:Puzzle Creator contraption cube.png|32px]] [[Weighted Storage Cube#Contraption Cube|Contraption Cube]] (with dropper)&lt;br /&gt;
* Text bubbles&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Hints==&lt;br /&gt;
===Initial non-repeating hints===&lt;br /&gt;
*Click a chamber surface tile to select it.&lt;br /&gt;
*Click and drag across several surfaces to block-select.&lt;br /&gt;
*Right click selections to change surface portalability.&lt;br /&gt;
*Drag the boundary edge of a selection to move the highlighted surfaces.&lt;br /&gt;
*Press and drag the background to rotate your camera view.&lt;br /&gt;
*Move the mouse to the far left edge of the screen to open the puzzle item palette.&lt;br /&gt;
===Beginner===&lt;br /&gt;
*Right click an item to change its properties or connect items together.&lt;br /&gt;
*The entry door, exit door, and large observation room are mandatory items. They can be moved, but they cannot be deleted or duplicated.&lt;br /&gt;
*Use the {{key|+}} and {{key|-}} keys to quickly modify selected chamber surfaces.&lt;br /&gt;
*Press {{key|P}} to change portalability of selected surfaces.&lt;br /&gt;
*Use the controls along the far right edge of the editor window to pan, zoom, and rotate your camera view.&lt;br /&gt;
*Rotate the camera view up to work on the ceiling.&lt;br /&gt;
*Rapidly duplicate puzzle items by holding down {{key|C}} while moving them.&lt;br /&gt;
*Use the mouse scroll wheel to zoom in and out.&lt;br /&gt;
*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.&lt;br /&gt;
*Some item placements are incompatible and will show an error indication until they are fixed.&lt;br /&gt;
&lt;br /&gt;
===Early intermediate===&lt;br /&gt;
*Use the adjustment gizmo that appears when you click an item to reposition it on its surface.&lt;br /&gt;
*Double click a surface to automatically expand the selection around all adjacent coplanar surfaces.&lt;br /&gt;
*Block-select surfaces on different planes to select a volume.&lt;br /&gt;
*Look for hotkey shortcuts along the right side of menus.&lt;br /&gt;
*The large mandatory observation room emits a bright light that casts shadows. Position it to enhance the visual effect of your chamber.&lt;br /&gt;
*Are your puzzles too dark? Use small observation room and light strip items to control the illumination level throughout your chamber.&lt;br /&gt;
*Press and drag the middle mouse wheel/button to rotate the camera view.&lt;br /&gt;
*The icons along the left side of a context menu are buttons that can be used repeatedly while the menu is open.&lt;br /&gt;
*Press and drag the middle mouse wheel/button while holding down {{key|Shift}} to pan the camera view.&lt;br /&gt;
*With a volume selected, the {{key|+}} and {{key|-}} keys will fill or carve.&lt;br /&gt;
*Press and drag the right mouse button to rotate the camera view.&lt;br /&gt;
*Drag the boundary of a volume selection set to move a portion of your chamber along any 3D axis.&lt;br /&gt;
===Intermediate===&lt;br /&gt;
*Connect multiple buttons to a receiving item: This requires all to be pressed simultaneously for activation.&lt;br /&gt;
*Hold down the spacebar and drag anywhere to quickly move selected surfaces and volumes.&lt;br /&gt;
*Use {{key|Home}} key to reset the camera view.&lt;br /&gt;
*Press {{key|F9}} to rebuild and run your puzzle.&lt;br /&gt;
*Use {{key|W}}, {{key|A}}, {{key|S}}, {{key|D}} keys to move the camera view.&lt;br /&gt;
*Use the {{key|Q}} {{key|E}} and {{key|R}} {{key|F}} keys to rotate the camera view.&lt;br /&gt;
*Press the {{key|O}} key to invert the portalability of selected surfaces&lt;br /&gt;
*Connect items together quickly by selecting one and using the {{key|K}} key.&lt;br /&gt;
*Hold down {{key|Alt}} while moving items to keep them on surfaces facing away from the camera view.&lt;br /&gt;
*Hold down {{key|Shift}} while rotating turrets and dropper-less cubes to snap their orientation to 45 degree increments.&lt;br /&gt;
===Advanced===&lt;br /&gt;
*When previewing your puzzle in first-person mode, use the &#039;noclip&#039; console command to quickly navigate the chamber.&lt;br /&gt;
*Place up to 4 light strips on a surface by using their adjustment gizmo.&lt;br /&gt;
*Change glass to grating by right clicking and changing the barrier type.&lt;br /&gt;
*Drag a trajectory target back onto its faith plate to create a vertical launch.&lt;br /&gt;
*Create a pre-placed gel splat by deleting or disabling the associated dropper.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===WIP Editing===&lt;br /&gt;
*Hold down SHIFT while clicking surfaces to expand the selection.&lt;br /&gt;
*Use Arrow keys to nudge the selection. &lt;br /&gt;
*Shift+arrow keys moves the carat in floor space.&lt;br /&gt;
*Use the PageUp/PageDown keys to nudge the selection in and out.&lt;br /&gt;
*Use Shift + arrow keys to expand the carat (Alt+Shift to move the opposite end)&lt;br /&gt;
*Holding down Spacebar while using the arrow keys to move the volume selection.&lt;br /&gt;
*Hold down CTRL while moving volume selections to duplicate the selection.&lt;br /&gt;
*Use number keys 1-0 to place an item type. Repeatedly tap to cycle through options.&lt;br /&gt;
*Use CTRL+number keys to set the camera to a preset view.&lt;br /&gt;
*Use CTRL+F5-F8 to save a custom view setting. F5-F8 to restore the view.&lt;br /&gt;
//Puzzlecraft Tips (WIP)&lt;br /&gt;
*Keep goals clear: The puzzle exit should always be visible upon entry.&lt;br /&gt;
*Keep puzzles simple. Players should be able to keep the solution in their head.&lt;br /&gt;
*Keep puzzles transparent. Players should always see the effect of pressing buttons. Avoid putting things in separate rooms.&lt;br /&gt;
*Keep puzzles about the cerebral challenge, not the execution: Puzzles should be easy to solve once players know the solution.&lt;br /&gt;
*If you want your puzzle to be broadly played and enjoyed, don&#039;t make players rely on precise timing or &#039;ninja&#039; FPS skills.&lt;br /&gt;
*Twitchy puzzles that require precise timing are less fun for most players. Expect a smaller audience.&lt;br /&gt;
*Maintain a sense of progression: Split up large puzzles into a series of smaller experiences.&lt;br /&gt;
*Maintain a sense of progression: Avoid puzzles that force the player to revisit the same area again and again.&lt;br /&gt;
*Puzzles are a contest between author and player where the player is ALWAYS expected to win in the end.&lt;br /&gt;
*Good puzzles are not so tricky to be frustrating, but just tricky enough to make players feel smart when they solve it.&lt;br /&gt;
*Keep it simple: Fewer puzzle elements arranged in a clear, strong way are better than many elements organized in a tangled knot.&lt;br /&gt;
*Playtest early and often to know what parts your audience finds too easy or too hard.&lt;br /&gt;
*Keep t-beams away from buttons where they can accidentally lift placed buttons or players.&lt;br /&gt;
*Avoid lasers that are always in the players movement path: they can get annoying really fast.&lt;br /&gt;
*It&#039;s okay to have more than one way to solve a puzzle, just be aware that the alternatives exist and that they don&#039;t ruin the puzzle.&lt;br /&gt;
*When you add another mechanic to your puzzle, you&#039;re increasing complexity -- make sure each added mechanic justifies its existence by contributing something interesting to the puzzle.&lt;br /&gt;
*Find a fun central concept for the puzzle and design back from there.&lt;br /&gt;
*Be careful not to put critical elements on the ceiling. Players rarely look up (or down) unless guided to.&lt;br /&gt;
*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. &#039;Whoa! I think this might work&#039; ... [tries crazy idea] ... &#039;That&#039;s awesome! I can&#039;t believe I did that!&#039;&lt;br /&gt;
*Avoid straightforward puzzles. They are boring.&lt;br /&gt;
*Players can&#039;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.&lt;br /&gt;
*Don&#039;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&#039;s also a complicated maneuver so it&#039;s possible to fail for a long time before you realize that it&#039;s not how to solve the puzzle.&lt;br /&gt;
*Avoid creating linear puzzles in linear spaces.&lt;br /&gt;
*Stick to using puzzle mechanics already defined in Portal 2. Most players don&#039;t appreciate idiosyncratic behavior.&lt;br /&gt;
*Play along with users&#039; expectations of how puzzle items function. Defying their expectations loses their trust in how anything will function.&lt;br /&gt;
*Buttons should only have a single output. Multiple outputs can be confusing.&lt;br /&gt;
*Never, ever let the player get into an un-winnable state.&lt;br /&gt;
*Don&#039;t allow cubes to get into places where the player cannot retrieve them.&lt;br /&gt;
*Avoid using floor-portal orientations as a puzzle mechanic, as most players are unaware portals even have an orientation.&lt;br /&gt;
*People&#039;s eyes are drawn towards brighter areas. Use lighting to direct player attention.&lt;br /&gt;
*Use strip light array, lasers, and other linear features to direct player view along a line.&lt;br /&gt;
*Avoid &amp;quot;chambers within chambers&amp;quot; where players can&#039;t see the consequences of their actions on the puzzle state.&lt;br /&gt;
*Testers want to help you improve your map. Listen to their feedback carefullly and always remember to thank them for their time.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
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]].&lt;br /&gt;
* The entity limit is set to 1750; the actual number of items placeable by the user is much lower than this. &amp;lt;!-- get exact number --&amp;gt;&lt;br /&gt;
* The editor is block based, so complex geometry such as curves and angles smaller or greater than 90 degrees cannot be achieved.&lt;br /&gt;
* Chambers are isolated, so sequences of chambers cannot be published as one map using the Puzzle Creator alone.&lt;br /&gt;
&lt;br /&gt;
==Related commands==&lt;br /&gt;
{{columns-list|3|&lt;br /&gt;
* {{code|procedural_generator_solve_it}} - Solve the procedural puzzle generator.&lt;br /&gt;
* {{code|procedural_generator_test}} - Test the procedural puzzle generator.&lt;br /&gt;
* {{code|puzzlemaker_autosave_dev}} - autosaves the current puzzle as &#039;autosave.p2c&#039;&lt;br /&gt;
* {{code|puzzlemaker_compile_and_preview}}&lt;br /&gt;
* {{code|puzzlemaker_compile_and_publish}}&lt;br /&gt;
* {{code|puzzlemaker_current_hint}}&lt;br /&gt;
* {{code|puzzlemaker_drawselectionmeshes 0/1}} - draw wireframe item selection meshes in red&lt;br /&gt;
* {{code|puzzlemaker_export &amp;lt;name&amp;gt;}} - export the current puzzle as &#039;name.vmf&#039; (maps are saved to common\portal 2\sdk_content\maps\)&lt;br /&gt;
* {{code|puzzlemaker_load_dev}} - load the puzzle called &#039;name.p2c&#039;&lt;br /&gt;
* {{code|puzzlemaker_new_chamber}}&lt;br /&gt;
* {{code|puzzlemaker_open_chamber}}&lt;br /&gt;
* {{code|puzzlemaker_play_sounds 0/1}} - sets if the puzzlemaker can play sounds or not&lt;br /&gt;
* {{code|puzzlemaker_publish_dev}} - compile the current puzzle and publish it to the Steam workshop&lt;br /&gt;
* {{code|puzzlemaker_quit}}                       &lt;br /&gt;
* {{code|puzzlemaker_request_publish}}&lt;br /&gt;
* {{code|puzzlemaker_save_chamber}}                                          &lt;br /&gt;
* {{code|puzzlemaker_save_dev &amp;lt;name&amp;gt;}} save the current puzzle as &#039;name.p2c&#039;&lt;br /&gt;
* {{code|puzzlemaker_shadows 0/1}} - Enable shadows in the Portal 2 Puzzle Maker&lt;br /&gt;
* {{code|puzzlemaker_show_overlay_web_page}}&lt;br /&gt;
* {{code|puzzlemaker_show 0/1}} - 1 shows the puzzle maker,  0 hides it&lt;br /&gt;
* {{code|puzzlemaker_zoom_to_mouse 0/1/2}} - 0-zoom to center of screen, 1-zoom to mouse cursor (smart), 2-zoom to mouse cursor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Unused content==&lt;br /&gt;
The following have been found in the game files:&lt;br /&gt;
{{columns-list|1|&lt;br /&gt;
* [[File:Puzzle Creator faithplate 128.png|32px]] [[Aerial Faith Plate]] (large).&lt;br /&gt;
* &#039;Push out&#039; [[panel]].&lt;br /&gt;
* A radial menu with voting criteria for a map, including &amp;quot;confused&amp;quot; and &amp;quot;stuck&amp;quot;.&lt;br /&gt;
* Various &amp;quot;upgrade&amp;quot; badge textures.&lt;br /&gt;
* [[File:Puzzle Creator crusher.png|32px]] [[Crusher]]&lt;br /&gt;
* [[File:Fixed portal door.png|32px]] [[Portal Spawner]]&lt;br /&gt;
* [[File:Puzzle Creator panel door.png|32px]] Unidentifiable [[panel]]&lt;br /&gt;
* Observation room with adjustable size&lt;br /&gt;
* [[w:Utah teapot|Teapot]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Modifications ==&lt;br /&gt;
Modifications are addons that add custom content to the PeTI Puzzle Maker and/or styles.&lt;br /&gt;
=== BEE2 ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;This is a well-known modification for the Perpetual Testing Initiative Puzzle Maker. It adds custom content to the editor, as well as puzzle styles including Portal 1, 1950s, 1970s, Clean and more. Its name means &amp;quot;Ben&#039;s Extended Editor&amp;quot;.&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{{Gallery&lt;br /&gt;
|lines=2&lt;br /&gt;
|title=Puzzle Creator&lt;br /&gt;
|height=150&lt;br /&gt;
|width=200&lt;br /&gt;
|File:P2editor example.jpg|An example of a simple test chamber.&lt;br /&gt;
}}&lt;br /&gt;
{{Gallery&lt;br /&gt;
|lines=1&lt;br /&gt;
|title=Pre-release&lt;br /&gt;
|height=150&lt;br /&gt;
|width=200&lt;br /&gt;
|File:Portal 2 editor announcement 01.jpg|Announcement screenshot #1&lt;br /&gt;
|File:Portal 2 editor announcement 02.jpg|Announcement screenshot #2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://www.thinkwithportals.com/puzzlemaker/hints.php Official &amp;quot;Tips&amp;quot; page]&lt;br /&gt;
* [http://www.thinkwithportals.com/puzzlemaker/editorkeys.php Official &amp;quot;Controls&amp;quot; page]&lt;br /&gt;
&lt;br /&gt;
{{Portal Series}}&lt;br /&gt;
[[Category:Puzzle Creator]]&lt;/div&gt;</summary>
		<author><name>P-body yellow</name></author>
	</entry>
	<entry>
		<id>https://theportalwiki.com/w/index.php?title=Handheld_Portal_Device&amp;diff=132782</id>
		<title>Handheld Portal Device</title>
		<link rel="alternate" type="text/html" href="https://theportalwiki.com/w/index.php?title=Handheld_Portal_Device&amp;diff=132782"/>
		<updated>2016-02-02T22:31:10Z</updated>

		<summary type="html">&lt;p&gt;P-body yellow: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Featured article tag}}&lt;br /&gt;
&lt;br /&gt;
[[File:Portal PortalGun.png|right|thumb|The Handheld Portal Device model from &#039;&#039;[[Portal]]&#039;&#039;.|250px]]&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;GLaDOS&#039;&#039;&#039;|The Device is now more valuable than the organs and combined incomes of everyone in &amp;lt;tt&amp;gt;&#039;&#039;&#039;Subject Hometown Here&#039;&#039;&#039;&amp;lt;/tt&amp;gt;|sound=GLaDOS 07_part1_get_device_component-3.wav}}&lt;br /&gt;
The &#039;&#039;&#039;[[Aperture Science]] Handheld Portal Device&#039;&#039;&#039; (also known as the &#039;&#039;&#039;Portal Gun&#039;&#039;&#039;, &#039;&#039;&#039;ASHPoD&#039;&#039;&#039; or &#039;&#039;&#039;ASHPD&#039;&#039;&#039;) is the experimental tool designed to place two [[portals]] that objects can pass through. This is the primary tool players are equipped with to complete [[Test Chamber]]s. &lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Handheld Portal Device is designed to create and place portals on any white [[surface]] that is immobile, flat and large enough. When the device is fired, a colored projectile will be emitted from the barrel. If the projectile strikes a valid surface, a portal of the corresponding color will be formed. If a portal of the other color is already placed, these two portals will be linked. If a portal of the same color is already placed, it will be closed and the new one will be used instead, limiting the player to the use of only two portals at a time. Nothing will happen if a portal is shot at an enemy or other object. The glass chamber and a light on the top of the device will glow with the color of the previously placed portal.&lt;br /&gt;
&lt;br /&gt;
The Handheld Portal Device also has the ability to pick up and manipulate objects directly in front of it in the same manner as the [[hl2:Gravity Gun|Gravity Gun]] from the &#039;&#039;Half-Life&#039;&#039; series. While holding an object, the primary fire function will push the object forward &#039;&#039;very&#039;&#039; slightly, while secondary fire will drop the object.&lt;br /&gt;
&lt;br /&gt;
==Portal 2==&lt;br /&gt;
The Handheld Portal Device in &#039;&#039;[[Portal 2]]&#039;&#039; behaves somewhat differently to its &#039;&#039;Portal&#039;&#039; counterpart. The key differences include new object handling sounds and animations, new sounds for firing portals and faster placement of portals by default. In addition, the Portal Device supports new animations and particle effects for moving portals and stretching objects&amp;lt;ref&amp;gt;http://www.youtube.com/watch?v=LaezAuXCcwE&amp;lt;/ref&amp;gt;; while it is possible to enable free rotation of objects via the use of a [[List of useful console commands|console command]], the remaining functionality is only accessible through the use of a {{w|Sixense TrueMotion|Razer Hydra}} controller, which allows for the greater degree of control of objects. The Portal Device in &#039;&#039;Portal 2&#039;&#039; also lacks the ability to slightly launch/drop objects using the primary and secondary fire keys respectively.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
{{Gallery&lt;br /&gt;
|lines=3&lt;br /&gt;
|title=Handheld Portal Device&lt;br /&gt;
|height=150&lt;br /&gt;
|width=175&lt;br /&gt;
|File:ASHPD Concept.jpg|Different concepts of the Portal Gun&lt;br /&gt;
|File:Portal ASHPD 1st person.png|First person view in &#039;&#039;[[Portal]]&#039;&#039;&lt;br /&gt;
|File:Atlas_Portal_Gun.png|[[Atlas|Atlas&#039;]] Portal Gun in &#039;&#039;[[Portal 2]]&#039;&#039;&lt;br /&gt;
|File:P-Body_Portal_Gun.png|[[P-body|P-body&#039;s]] Portal Gun in &#039;&#039;Portal 2&#039;&#039;&lt;br /&gt;
|File:Old Handheld Portal Device.png|The Aperture Science Portable Quantum Tunneling Device. The Portal Gun from the 1940s&lt;br /&gt;
|File:Old Portal Gun.jpg|A pre-release form of the Portal Gun&lt;br /&gt;
|File:Ashpd blueprint.jpg|Blueprint of the Aperture Science Handheld Portal Device&lt;br /&gt;
|File:Ashpd_blueprint2.jpg|Another blueprint of the Aperture Science Handheld Portal Device&lt;br /&gt;
|File:Portal Gun Concept Art.png|Portal Gun concept art&lt;br /&gt;
|File:Project Beta Portal Gun.jpg|Beta version of the Portal Gun, with the label &amp;quot;F-22&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MechanicsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The portals can only be placed in a dimension with a 3D space.&lt;br /&gt;
&lt;br /&gt;
* The beta version of the portal gun looked more like a modded gravity gun, and would shoot blue and purple portals.&lt;br /&gt;
&lt;br /&gt;
* There is an unused texture in the game&#039;s files that allows you to place a red portal&lt;/div&gt;</summary>
		<author><name>P-body yellow</name></author>
	</entry>
	<entry>
		<id>https://theportalwiki.com/w/index.php?title=Handheld_Portal_Device&amp;diff=132781</id>
		<title>Handheld Portal Device</title>
		<link rel="alternate" type="text/html" href="https://theportalwiki.com/w/index.php?title=Handheld_Portal_Device&amp;diff=132781"/>
		<updated>2016-02-02T22:28:55Z</updated>

		<summary type="html">&lt;p&gt;P-body yellow: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Featured article tag}}&lt;br /&gt;
&lt;br /&gt;
[[File:Portal PortalGun.png|right|thumb|The Handheld Portal Device model from &#039;&#039;[[Portal]]&#039;&#039;.|250px]]&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;GLaDOS&#039;&#039;&#039;|The Device is now more valuable than the organs and combined incomes of everyone in &amp;lt;tt&amp;gt;&#039;&#039;&#039;Subject Hometown Here&#039;&#039;&#039;&amp;lt;/tt&amp;gt;|sound=GLaDOS 07_part1_get_device_component-3.wav}}&lt;br /&gt;
The &#039;&#039;&#039;[[Aperture Science]] Handheld Portal Device&#039;&#039;&#039; (also known as the &#039;&#039;&#039;Portal Gun&#039;&#039;&#039;, &#039;&#039;&#039;ASHPoD&#039;&#039;&#039; or &#039;&#039;&#039;ASHPD&#039;&#039;&#039;) is the experimental tool designed to place two [[portals]] that objects can pass through. This is the primary tool players are equipped with to complete [[Test Chamber]]s. &lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Handheld Portal Device is designed to create and place portals on any white [[surface]] that is immobile, flat and large enough. When the device is fired, a colored projectile will be emitted from the barrel. If the projectile strikes a valid surface, a portal of the corresponding color will be formed. If a portal of the other color is already placed, these two portals will be linked. If a portal of the same color is already placed, it will be closed and the new one will be used instead, limiting the player to the use of only two portals at a time. Nothing will happen if a portal is shot at an enemy or other object. The glass chamber and a light on the top of the device will glow with the color of the previously placed portal.&lt;br /&gt;
&lt;br /&gt;
The Handheld Portal Device also has the ability to pick up and manipulate objects directly in front of it in the same manner as the [[hl2:Gravity Gun|Gravity Gun]] from the &#039;&#039;Half-Life&#039;&#039; series. While holding an object, the primary fire function will push the object forward &#039;&#039;very&#039;&#039; slightly, while secondary fire will drop the object.&lt;br /&gt;
&lt;br /&gt;
==Portal 2==&lt;br /&gt;
The Handheld Portal Device in &#039;&#039;[[Portal 2]]&#039;&#039; behaves somewhat differently to its &#039;&#039;Portal&#039;&#039; counterpart. The key differences include new object handling sounds and animations, new sounds for firing portals and faster placement of portals by default. In addition, the Portal Device supports new animations and particle effects for moving portals and stretching objects&amp;lt;ref&amp;gt;http://www.youtube.com/watch?v=LaezAuXCcwE&amp;lt;/ref&amp;gt;; while it is possible to enable free rotation of objects via the use of a [[List of useful console commands|console command]], the remaining functionality is only accessible through the use of a {{w|Sixense TrueMotion|Razer Hydra}} controller, which allows for the greater degree of control of objects. The Portal Device in &#039;&#039;Portal 2&#039;&#039; also lacks the ability to slightly launch/drop objects using the primary and secondary fire keys respectively.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
{{Gallery&lt;br /&gt;
|lines=3&lt;br /&gt;
|title=Handheld Portal Device&lt;br /&gt;
|height=150&lt;br /&gt;
|width=175&lt;br /&gt;
|File:ASHPD Concept.jpg|Different concepts of the Portal Gun&lt;br /&gt;
|File:Portal ASHPD 1st person.png|First person view in &#039;&#039;[[Portal]]&#039;&#039;&lt;br /&gt;
|File:Atlas_Portal_Gun.png|[[Atlas|Atlas&#039;]] Portal Gun in &#039;&#039;[[Portal 2]]&#039;&#039;&lt;br /&gt;
|File:P-Body_Portal_Gun.png|[[P-body|P-body&#039;s]] Portal Gun in &#039;&#039;Portal 2&#039;&#039;&lt;br /&gt;
|File:Old Handheld Portal Device.png|The Aperture Science Portable Quantum Tunneling Device. The Portal Gun from the 1940s&lt;br /&gt;
|File:Old Portal Gun.jpg|A pre-release form of the Portal Gun&lt;br /&gt;
|File:Ashpd blueprint.jpg|Blueprint of the Aperture Science Handheld Portal Device&lt;br /&gt;
|File:Ashpd_blueprint2.jpg|Another blueprint of the Aperture Science Handheld Portal Device&lt;br /&gt;
|File:Portal Gun Concept Art.png|Portal Gun concept art&lt;br /&gt;
|File:Project Beta Portal Gun.jpg|Beta version of the Portal Gun, with the label &amp;quot;F-22&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MechanicsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The portals can only be placed in a dimension with a 3D space.&lt;br /&gt;
&lt;br /&gt;
The beta version of the portal gun looked more like a modded gravity gun, and would shoot blue and purple portals.&lt;br /&gt;
&lt;br /&gt;
There is an unused texture in the game&#039;s files that allows you to place a red portal&lt;/div&gt;</summary>
		<author><name>P-body yellow</name></author>
	</entry>
	<entry>
		<id>https://theportalwiki.com/w/index.php?title=Handheld_Portal_Device&amp;diff=132780</id>
		<title>Handheld Portal Device</title>
		<link rel="alternate" type="text/html" href="https://theportalwiki.com/w/index.php?title=Handheld_Portal_Device&amp;diff=132780"/>
		<updated>2016-02-02T22:27:22Z</updated>

		<summary type="html">&lt;p&gt;P-body yellow: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Featured article tag}}&lt;br /&gt;
&lt;br /&gt;
[[File:Portal PortalGun.png|right|thumb|The Handheld Portal Device model from &#039;&#039;[[Portal]]&#039;&#039;.|250px]]&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;GLaDOS&#039;&#039;&#039;|The Device is now more valuable than the organs and combined incomes of everyone in &amp;lt;tt&amp;gt;&#039;&#039;&#039;Subject Hometown Here&#039;&#039;&#039;&amp;lt;/tt&amp;gt;|sound=GLaDOS 07_part1_get_device_component-3.wav}}&lt;br /&gt;
The &#039;&#039;&#039;[[Aperture Science]] Handheld Portal Device&#039;&#039;&#039; (also known as the &#039;&#039;&#039;Portal Gun&#039;&#039;&#039;, &#039;&#039;&#039;ASHPoD&#039;&#039;&#039; or &#039;&#039;&#039;ASHPD&#039;&#039;&#039;) is the experimental tool designed to place two [[portals]] that objects can pass through. This is the primary tool players are equipped with to complete [[Test Chamber]]s. &lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Handheld Portal Device is designed to create and place portals on any white [[surface]] that is immobile, flat and large enough. When the device is fired, a colored projectile will be emitted from the barrel. If the projectile strikes a valid surface, a portal of the corresponding color will be formed. If a portal of the other color is already placed, these two portals will be linked. If a portal of the same color is already placed, it will be closed and the new one will be used instead, limiting the player to the use of only two portals at a time. Nothing will happen if a portal is shot at an enemy or other object. The glass chamber and a light on the top of the device will glow with the color of the previously placed portal.&lt;br /&gt;
&lt;br /&gt;
The Handheld Portal Device also has the ability to pick up and manipulate objects directly in front of it in the same manner as the [[hl2:Gravity Gun|Gravity Gun]] from the &#039;&#039;Half-Life&#039;&#039; series. While holding an object, the primary fire function will push the object forward &#039;&#039;very&#039;&#039; slightly, while secondary fire will drop the object.&lt;br /&gt;
&lt;br /&gt;
==Portal 2==&lt;br /&gt;
The Handheld Portal Device in &#039;&#039;[[Portal 2]]&#039;&#039; behaves somewhat differently to its &#039;&#039;Portal&#039;&#039; counterpart. The key differences include new object handling sounds and animations, new sounds for firing portals and faster placement of portals by default. In addition, the Portal Device supports new animations and particle effects for moving portals and stretching objects&amp;lt;ref&amp;gt;http://www.youtube.com/watch?v=LaezAuXCcwE&amp;lt;/ref&amp;gt;; while it is possible to enable free rotation of objects via the use of a [[List of useful console commands|console command]], the remaining functionality is only accessible through the use of a {{w|Sixense TrueMotion|Razer Hydra}} controller, which allows for the greater degree of control of objects. The Portal Device in &#039;&#039;Portal 2&#039;&#039; also lacks the ability to slightly launch/drop objects using the primary and secondary fire keys respectively.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
{{Gallery&lt;br /&gt;
|lines=3&lt;br /&gt;
|title=Handheld Portal Device&lt;br /&gt;
|height=150&lt;br /&gt;
|width=175&lt;br /&gt;
|File:ASHPD Concept.jpg|Different concepts of the Portal Gun&lt;br /&gt;
|File:Portal ASHPD 1st person.png|First person view in &#039;&#039;[[Portal]]&#039;&#039;&lt;br /&gt;
|File:Atlas_Portal_Gun.png|[[Atlas|Atlas&#039;]] Portal Gun in &#039;&#039;[[Portal 2]]&#039;&#039;&lt;br /&gt;
|File:P-Body_Portal_Gun.png|[[P-body|P-body&#039;s]] Portal Gun in &#039;&#039;Portal 2&#039;&#039;&lt;br /&gt;
|File:Old Handheld Portal Device.png|The Aperture Science Portable Quantum Tunneling Device. The Portal Gun from the 1940s&lt;br /&gt;
|File:Old Portal Gun.jpg|A pre-release form of the Portal Gun&lt;br /&gt;
|File:Ashpd blueprint.jpg|Blueprint of the Aperture Science Handheld Portal Device&lt;br /&gt;
|File:Ashpd_blueprint2.jpg|Another blueprint of the Aperture Science Handheld Portal Device&lt;br /&gt;
|File:Portal Gun Concept Art.png|Portal Gun concept art&lt;br /&gt;
|File:Project Beta Portal Gun.jpg|Beta version of the Portal Gun, with the label &amp;quot;F-22&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MechanicsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The portals can only be placed in a 3D space.&lt;br /&gt;
&lt;br /&gt;
The beta version of the portal gun looked more like a modded gravity gun, and would shoot blue and purple portals.&lt;br /&gt;
&lt;br /&gt;
There is an unused texture in the game&#039;s files that allows you to place a red portal&lt;/div&gt;</summary>
		<author><name>P-body yellow</name></author>
	</entry>
	<entry>
		<id>https://theportalwiki.com/w/index.php?title=Handheld_Portal_Device&amp;diff=132779</id>
		<title>Handheld Portal Device</title>
		<link rel="alternate" type="text/html" href="https://theportalwiki.com/w/index.php?title=Handheld_Portal_Device&amp;diff=132779"/>
		<updated>2016-02-02T22:26:50Z</updated>

		<summary type="html">&lt;p&gt;P-body yellow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Featured article tag}}&lt;br /&gt;
&lt;br /&gt;
[[File:Portal PortalGun.png|right|thumb|The Handheld Portal Device model from &#039;&#039;[[Portal]]&#039;&#039;.|250px]]&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;GLaDOS&#039;&#039;&#039;|The Device is now more valuable than the organs and combined incomes of everyone in &amp;lt;tt&amp;gt;&#039;&#039;&#039;Subject Hometown Here&#039;&#039;&#039;&amp;lt;/tt&amp;gt;|sound=GLaDOS 07_part1_get_device_component-3.wav}}&lt;br /&gt;
The &#039;&#039;&#039;[[Aperture Science]] Handheld Portal Device&#039;&#039;&#039; (also known as the &#039;&#039;&#039;Portal Gun&#039;&#039;&#039;, &#039;&#039;&#039;ASHPoD&#039;&#039;&#039; or &#039;&#039;&#039;ASHPD&#039;&#039;&#039;) is the experimental tool designed to place two [[portals]] that objects can pass through. This is the primary tool players are equipped with to complete [[Test Chamber]]s. &lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Handheld Portal Device is designed to create and place portals on any white [[surface]] that is immobile, flat and large enough. When the device is fired, a colored projectile will be emitted from the barrel. If the projectile strikes a valid surface, a portal of the corresponding color will be formed. If a portal of the other color is already placed, these two portals will be linked. If a portal of the same color is already placed, it will be closed and the new one will be used instead, limiting the player to the use of only two portals at a time. Nothing will happen if a portal is shot at an enemy or other object. The glass chamber and a light on the top of the device will glow with the color of the previously placed portal.&lt;br /&gt;
&lt;br /&gt;
The Handheld Portal Device also has the ability to pick up and manipulate objects directly in front of it in the same manner as the [[hl2:Gravity Gun|Gravity Gun]] from the &#039;&#039;Half-Life&#039;&#039; series. While holding an object, the primary fire function will push the object forward &#039;&#039;very&#039;&#039; slightly, while secondary fire will drop the object.&lt;br /&gt;
&lt;br /&gt;
==Portal 2==&lt;br /&gt;
The Handheld Portal Device in &#039;&#039;[[Portal 2]]&#039;&#039; behaves somewhat differently to its &#039;&#039;Portal&#039;&#039; counterpart. The key differences include new object handling sounds and animations, new sounds for firing portals and faster placement of portals by default. In addition, the Portal Device supports new animations and particle effects for moving portals and stretching objects&amp;lt;ref&amp;gt;http://www.youtube.com/watch?v=LaezAuXCcwE&amp;lt;/ref&amp;gt;; while it is possible to enable free rotation of objects via the use of a [[List of useful console commands|console command]], the remaining functionality is only accessible through the use of a {{w|Sixense TrueMotion|Razer Hydra}} controller, which allows for the greater degree of control of objects. The Portal Device in &#039;&#039;Portal 2&#039;&#039; also lacks the ability to slightly launch/drop objects using the primary and secondary fire keys respectively.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
{{Gallery&lt;br /&gt;
|lines=3&lt;br /&gt;
|title=Handheld Portal Device&lt;br /&gt;
|height=150&lt;br /&gt;
|width=175&lt;br /&gt;
|File:ASHPD Concept.jpg|Different concepts of the Portal Gun&lt;br /&gt;
|File:Portal ASHPD 1st person.png|First person view in &#039;&#039;[[Portal]]&#039;&#039;&lt;br /&gt;
|File:Atlas_Portal_Gun.png|[[Atlas|Atlas&#039;]] Portal Gun in &#039;&#039;[[Portal 2]]&#039;&#039;&lt;br /&gt;
|File:P-Body_Portal_Gun.png|[[P-body|P-body&#039;s]] Portal Gun in &#039;&#039;Portal 2&#039;&#039;&lt;br /&gt;
|File:Old Handheld Portal Device.png|The Aperture Science Portable Quantum Tunneling Device. The Portal Gun from the 1940s&lt;br /&gt;
|File:Old Portal Gun.jpg|A pre-release form of the Portal Gun&lt;br /&gt;
|File:Ashpd blueprint.jpg|Blueprint of the Aperture Science Handheld Portal Device&lt;br /&gt;
|File:Ashpd_blueprint2.jpg|Another blueprint of the Aperture Science Handheld Portal Device&lt;br /&gt;
|File:Portal Gun Concept Art.png|Portal Gun concept art&lt;br /&gt;
|File:Project Beta Portal Gun.jpg|Beta version of the Portal Gun, with the label &amp;quot;F-22&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MechanicsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The portals can only be placed in a 3D space.&lt;br /&gt;
The beta version of the portal gun looked more like a modded gravity gun, and would shoot blue and purple portals.&lt;br /&gt;
There is an unused texture in the game&#039;s files that allows you to place a red portal&lt;/div&gt;</summary>
		<author><name>P-body yellow</name></author>
	</entry>
	<entry>
		<id>https://theportalwiki.com/w/index.php?title=Handheld_Portal_Device&amp;diff=132778</id>
		<title>Handheld Portal Device</title>
		<link rel="alternate" type="text/html" href="https://theportalwiki.com/w/index.php?title=Handheld_Portal_Device&amp;diff=132778"/>
		<updated>2016-02-02T22:22:34Z</updated>

		<summary type="html">&lt;p&gt;P-body yellow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Featured article tag}}&lt;br /&gt;
&lt;br /&gt;
[[File:Portal PortalGun.png|right|thumb|The Handheld Portal Device model from &#039;&#039;[[Portal]]&#039;&#039;.|250px]]&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;GLaDOS&#039;&#039;&#039;|The Device is now more valuable than the organs and combined incomes of everyone in &amp;lt;tt&amp;gt;&#039;&#039;&#039;Subject Hometown Here&#039;&#039;&#039;&amp;lt;/tt&amp;gt;|sound=GLaDOS 07_part1_get_device_component-3.wav}}&lt;br /&gt;
The &#039;&#039;&#039;[[Aperture Science]] Handheld Portal Device&#039;&#039;&#039; (also known as the &#039;&#039;&#039;Portal Gun&#039;&#039;&#039;, &#039;&#039;&#039;ASHPoD&#039;&#039;&#039; or &#039;&#039;&#039;ASHPD&#039;&#039;&#039;) is the experimental tool designed to place two [[portals]] that objects can pass through. This is the primary tool players are equipped with to complete [[Test Chamber]]s. Also the portals can only be placed in 3D space&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Handheld Portal Device is designed to create and place portals on any white [[surface]] that is immobile, flat and large enough. When the device is fired, a colored projectile will be emitted from the barrel. If the projectile strikes a valid surface, a portal of the corresponding color will be formed. If a portal of the other color is already placed, these two portals will be linked. If a portal of the same color is already placed, it will be closed and the new one will be used instead, limiting the player to the use of only two portals at a time. Nothing will happen if a portal is shot at an enemy or other object. The glass chamber and a light on the top of the device will glow with the color of the previously placed portal.&lt;br /&gt;
&lt;br /&gt;
The Handheld Portal Device also has the ability to pick up and manipulate objects directly in front of it in the same manner as the [[hl2:Gravity Gun|Gravity Gun]] from the &#039;&#039;Half-Life&#039;&#039; series. While holding an object, the primary fire function will push the object forward &#039;&#039;very&#039;&#039; slightly, while secondary fire will drop the object.&lt;br /&gt;
&lt;br /&gt;
==Portal 2==&lt;br /&gt;
The Handheld Portal Device in &#039;&#039;[[Portal 2]]&#039;&#039; behaves somewhat differently to its &#039;&#039;Portal&#039;&#039; counterpart. The key differences include new object handling sounds and animations, new sounds for firing portals and faster placement of portals by default. In addition, the Portal Device supports new animations and particle effects for moving portals and stretching objects&amp;lt;ref&amp;gt;http://www.youtube.com/watch?v=LaezAuXCcwE&amp;lt;/ref&amp;gt;; while it is possible to enable free rotation of objects via the use of a [[List of useful console commands|console command]], the remaining functionality is only accessible through the use of a {{w|Sixense TrueMotion|Razer Hydra}} controller, which allows for the greater degree of control of objects. The Portal Device in &#039;&#039;Portal 2&#039;&#039; also lacks the ability to slightly launch/drop objects using the primary and secondary fire keys respectively.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
{{Gallery&lt;br /&gt;
|lines=3&lt;br /&gt;
|title=Handheld Portal Device&lt;br /&gt;
|height=150&lt;br /&gt;
|width=175&lt;br /&gt;
|File:ASHPD Concept.jpg|Different concepts of the Portal Gun&lt;br /&gt;
|File:Portal ASHPD 1st person.png|First person view in &#039;&#039;[[Portal]]&#039;&#039;&lt;br /&gt;
|File:Atlas_Portal_Gun.png|[[Atlas|Atlas&#039;]] Portal Gun in &#039;&#039;[[Portal 2]]&#039;&#039;&lt;br /&gt;
|File:P-Body_Portal_Gun.png|[[P-body|P-body&#039;s]] Portal Gun in &#039;&#039;Portal 2&#039;&#039;&lt;br /&gt;
|File:Old Handheld Portal Device.png|The Aperture Science Portable Quantum Tunneling Device. The Portal Gun from the 1940s&lt;br /&gt;
|File:Old Portal Gun.jpg|A pre-release form of the Portal Gun&lt;br /&gt;
|File:Ashpd blueprint.jpg|Blueprint of the Aperture Science Handheld Portal Device&lt;br /&gt;
|File:Ashpd_blueprint2.jpg|Another blueprint of the Aperture Science Handheld Portal Device&lt;br /&gt;
|File:Portal Gun Concept Art.png|Portal Gun concept art&lt;br /&gt;
|File:Project Beta Portal Gun.jpg|Beta version of the Portal Gun, with the label &amp;quot;F-22&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MechanicsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>P-body yellow</name></author>
	</entry>
	<entry>
		<id>https://theportalwiki.com/w/index.php?title=Handheld_Portal_Device&amp;diff=132777</id>
		<title>Handheld Portal Device</title>
		<link rel="alternate" type="text/html" href="https://theportalwiki.com/w/index.php?title=Handheld_Portal_Device&amp;diff=132777"/>
		<updated>2016-02-02T22:21:33Z</updated>

		<summary type="html">&lt;p&gt;P-body yellow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Featured article tag}}&lt;br /&gt;
&lt;br /&gt;
[[File:Portal PortalGun.png|right|thumb|The Handheld Portal Device model from &#039;&#039;[[Portal]]&#039;&#039;.|250px]]&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;GLaDOS&#039;&#039;&#039;|The Device is now more valuable than the organs and combined incomes of everyone in &amp;lt;tt&amp;gt;&#039;&#039;&#039;Subject Hometown Here&#039;&#039;&#039;&amp;lt;/tt&amp;gt;|sound=GLaDOS 07_part1_get_device_component-3.wav}}&lt;br /&gt;
The &#039;&#039;&#039;[[Aperture Science]] Handheld Portal Device&#039;&#039;&#039; (also known as the &#039;&#039;&#039;Portal Gun&#039;&#039;&#039;, &#039;&#039;&#039;ASHPoD&#039;&#039;&#039; or &#039;&#039;&#039;ASHPD&#039;&#039;&#039;) is the experimental tool designed to place two [[portals]] that objects can pass through, but only in 3D space. This is the primary tool players are equipped with to complete [[Test Chamber]]s.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Handheld Portal Device is designed to create and place portals on any white [[surface]] that is immobile, flat and large enough. When the device is fired, a colored projectile will be emitted from the barrel. If the projectile strikes a valid surface, a portal of the corresponding color will be formed. If a portal of the other color is already placed, these two portals will be linked. If a portal of the same color is already placed, it will be closed and the new one will be used instead, limiting the player to the use of only two portals at a time. Nothing will happen if a portal is shot at an enemy or other object. The glass chamber and a light on the top of the device will glow with the color of the previously placed portal.&lt;br /&gt;
&lt;br /&gt;
The Handheld Portal Device also has the ability to pick up and manipulate objects directly in front of it in the same manner as the [[hl2:Gravity Gun|Gravity Gun]] from the &#039;&#039;Half-Life&#039;&#039; series. While holding an object, the primary fire function will push the object forward &#039;&#039;very&#039;&#039; slightly, while secondary fire will drop the object.&lt;br /&gt;
&lt;br /&gt;
==Portal 2==&lt;br /&gt;
The Handheld Portal Device in &#039;&#039;[[Portal 2]]&#039;&#039; behaves somewhat differently to its &#039;&#039;Portal&#039;&#039; counterpart. The key differences include new object handling sounds and animations, new sounds for firing portals and faster placement of portals by default. In addition, the Portal Device supports new animations and particle effects for moving portals and stretching objects&amp;lt;ref&amp;gt;http://www.youtube.com/watch?v=LaezAuXCcwE&amp;lt;/ref&amp;gt;; while it is possible to enable free rotation of objects via the use of a [[List of useful console commands|console command]], the remaining functionality is only accessible through the use of a {{w|Sixense TrueMotion|Razer Hydra}} controller, which allows for the greater degree of control of objects. The Portal Device in &#039;&#039;Portal 2&#039;&#039; also lacks the ability to slightly launch/drop objects using the primary and secondary fire keys respectively.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
{{Gallery&lt;br /&gt;
|lines=3&lt;br /&gt;
|title=Handheld Portal Device&lt;br /&gt;
|height=150&lt;br /&gt;
|width=175&lt;br /&gt;
|File:ASHPD Concept.jpg|Different concepts of the Portal Gun&lt;br /&gt;
|File:Portal ASHPD 1st person.png|First person view in &#039;&#039;[[Portal]]&#039;&#039;&lt;br /&gt;
|File:Atlas_Portal_Gun.png|[[Atlas|Atlas&#039;]] Portal Gun in &#039;&#039;[[Portal 2]]&#039;&#039;&lt;br /&gt;
|File:P-Body_Portal_Gun.png|[[P-body|P-body&#039;s]] Portal Gun in &#039;&#039;Portal 2&#039;&#039;&lt;br /&gt;
|File:Old Handheld Portal Device.png|The Aperture Science Portable Quantum Tunneling Device. The Portal Gun from the 1940s&lt;br /&gt;
|File:Old Portal Gun.jpg|A pre-release form of the Portal Gun&lt;br /&gt;
|File:Ashpd blueprint.jpg|Blueprint of the Aperture Science Handheld Portal Device&lt;br /&gt;
|File:Ashpd_blueprint2.jpg|Another blueprint of the Aperture Science Handheld Portal Device&lt;br /&gt;
|File:Portal Gun Concept Art.png|Portal Gun concept art&lt;br /&gt;
|File:Project Beta Portal Gun.jpg|Beta version of the Portal Gun, with the label &amp;quot;F-22&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
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{{MechanicsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>P-body yellow</name></author>
	</entry>
	<entry>
		<id>https://theportalwiki.com/w/index.php?title=Cave_Johnson&amp;diff=132776</id>
		<title>Cave Johnson</title>
		<link rel="alternate" type="text/html" href="https://theportalwiki.com/w/index.php?title=Cave_Johnson&amp;diff=132776"/>
		<updated>2016-02-02T20:31:22Z</updated>

		<summary type="html">&lt;p&gt;P-body yellow: &lt;/p&gt;
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&lt;div&gt;{{Featured article tag}}&lt;br /&gt;
{{SpoilerHeavy}}&lt;br /&gt;
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[[File:Cave Johnson Painting 3.png|thumb|right|250px|Portrait of Johnson during the 1970s era.]]&lt;br /&gt;
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{{Quotation|&#039;&#039;&#039;Cave Johnson&#039;&#039;&#039;|I&#039;m Cave Johnson. I own the place.|sound=Cave_Johnson_fifties_intro04.wav}}&lt;br /&gt;
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&#039;&#039;&#039;Cave Johnson&#039;&#039;&#039; is the founder of [[Aperture Science]], which evolved from its precursor, Aperture Fixtures and later Aperture Science Innovators. Cave Johnson first appeared by a username and password scrawled in one of the [[Media:Portal_Ratman_scrawling.png|Rattmann&#039;s dens]] during &#039;&#039;[[Portal]]&#039;&#039;, and was fleshed out and provided with additional details during the [[Portal ARG|&#039;&#039;Portal&#039;&#039; ARG]].&lt;br /&gt;
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In &#039;&#039;[[Portal 2]]&#039;&#039;, Cave Johnson became a prominent character through a variety of automated audio recordings from the late 1940s to as late as sometime in the 1980s. {{spoiler text|His current status and whereabouts are unknown, but he is presumed dead due to his exposure to the toxic by-products created as a result of refining moon rocks.}}&lt;br /&gt;
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Cave Johnson is voiced by American actor {{W|J. K. Simmons}}.&lt;br /&gt;
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== History ==&lt;br /&gt;
==== Shower curtains ====&lt;br /&gt;
In 1943, Cave Johnson created Aperture Fixtures, a shower curtain manufacturer. The precursor to Aperture Science, he selected the name because it &#039;makes the curtains sound more hygienic&#039;. He became a billionaire after winning contracts to manufacture shower curtains for all branches of the U.S. Military except the Navy.&lt;br /&gt;
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==== Aperture Science Innovators====&lt;br /&gt;
During his career in science, he called upon the wealthy and powerful to join his cause for the future of science. He also employed top scientists and other staff who were dedicated to the field, such as [[Caroline]], and those lacking common sense for the dangers inherent in scientific experimentation. {{spoiler text|Most of his ideas were wild and, more often than not, lethal. Some experiments involved replacing the test subject&#039;s blood with gasoline, or injecting test subjects with mantis DNA, while others exposed a test subject to jet engines in order to lower the amount of water in the human body. The latter experiment was conducted after Cave Johnson concluded that the average amount of water in the human body &#039;seemed excessive&#039;. Most of his crackpot ideas turned out to be massive failures, leaving only a few that seemed to be remotely useful, such as the [[Gels|gels]] that appear during the later stages of the game.}}&lt;br /&gt;
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==== Aperture ====&lt;br /&gt;
At the time of its creation, Aperture Science Innovations had developed {{spoiler text|the &#039;&#039;Aperture Science Portable Quantum Tunneling Device&#039;&#039;,}} a prototype to the modern [[Handheld Portal Device]] Chell wields. {{spoiler text|As such, it seems that Aperture had already started to perfect portal technology, but was not ready to release it to the world, under the belief that much more could be done than just create portals. Of course, the technology was also impractical and bulky, and was delayed by Cave&#039;s wild innovations. During the 1970s, Aperture Science had become known as just &#039;Aperture&#039;, and the rise of Black Mesa and its success in bidding for contracts pushed Cave&#039;s temper to the limit. It is also implied that Black Mesa stole designs from Aperture and began to produce them commercially before Aperture could do so because Johnson refused to release the devices until they met his excentric standard of perfection. It was around this time that Caroline became a bigger part of Cave&#039;s life as a secretary, and Cave became more desperate in his struggle to continue his work by offering incentives to potential test subjects, although only rarely were test subjects able to collect their reward due to the hazards involved.}}&lt;br /&gt;
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==== Aperture Laboratories ====&lt;br /&gt;
{{See also|Aperture Science}}&lt;br /&gt;
At some point during the 1980s, Cave Johnson had renamed the company to Aperture Laboratories, a name that would be known far into the future. However, the number of willing test subjects had dwindled over the years, and out of desperation, employees and random strangers were pulled off the streets in order to be a part of the testing. The technology had advanced greatly, and robots had started to replace human employees. These employees then become unfortunate victims in Cave&#039;s quest for the future of science.&lt;br /&gt;
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{{spoiler text|During his final days, Cave stated that he had tried to purchase a number of &amp;quot;moon rocks&amp;quot;. However, his last few recordings indicated that these acquired &amp;quot;moon rocks&amp;quot; were toxic, and resulted in a fatal illness (possibly silicosis, a real effect from breathing dust from crushed lunar rock). He explained that he contracted the illness when, in one of his wild ideas, he was grinding moon rocks together in the name of science in order to form a new type of substance called the &#039;Conversion Gel&#039;, most likely named due to its ability to serve as a portal conductor and allow portals to be placed on any surface. As the symptoms of his terminal illness became more severe however, he decided to re-purpose the &#039;conversion gel&#039; to create new portals that would hopefully leech the poison out of his system. &lt;br /&gt;
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As his illness progressed, Cave&#039;s emotional state, already precarious due to the success of his rival [[Black Mesa]], began to deteriorate. It was at this point that Cave mentioned the aphorism &amp;quot;When life gives you lemons, make lemonade&amp;quot;. As his condition became more debilitating, Cave&#039;s comments became increasingly emphatic, resulting in advice to never give up, &amp;quot;get mad,&amp;quot; and &amp;quot;make life take the lemons back!&amp;quot;. Despite his attempts to stave off fate, all attempts to cure his affliction failed, and with little hope of a cure, he instructed his engineers to start research on {{W|artificial intelligence}} (AI) and {{W|brain mapping}} in the hope that his brain could be downloaded into a computer. Cave also stated that they &amp;quot;should&#039;ve been doing this 30 years ago&amp;quot;. Fearing that he would die before the release of the technology, he left instructions that his secretary [[Caroline]] should take charge of Aperture Science, and that she should be downloaded into the computer intended for him. He stated that he knows that &amp;quot;she will decline at first or feel she can&#039;t do it&amp;quot;, which he followed up with &amp;quot;force her to do it if you have to&amp;quot;. It is presumed that Caroline was selected due to her devotion to scientific progress, a trait admired by Cave, and also due to their close relationship. It is unknown what became of Cave himself, but it is presumed that he fell victim to his illness and, ultimately, to science.}}&lt;br /&gt;
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== Appearances ==&lt;br /&gt;
=== &#039;&#039;Portal&#039;&#039; ===&lt;br /&gt;
{{See also|Portal}}&lt;br /&gt;
During &#039;&#039;Portal&#039;&#039; {{spoiler|when [[Chell]] makes her first escape}}, there are several &amp;quot;[[Doug Rattmann|Rattmann]] Dens&amp;quot; that are scattered throughout the facility. In one of them, there are several pictures of a suited man with a small picture of a [[Companion Cube]] over his face, along with the words &amp;quot;Our Founder&amp;quot; found in one of the photos. {{spoiler text|Below the mad scribblings from Rattmann is what appears to be a login name and password labeled &amp;quot;cjohnson&amp;quot;, with the password &amp;quot;tier3&amp;quot;, alluding to Cave Johnson himself. It would later be discovered that this could be used on Aperture Science&#039;s own [http://www.aperturescience.com website], giving more insight into the grim world of Aperture Science}}.&lt;br /&gt;
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=== First &#039;&#039;Portal 2&#039;&#039; ARG ===&lt;br /&gt;
Additional details about &#039;&#039;Portal 2&#039;&#039; background were provided by the first &#039;&#039;Portal 2&#039;&#039; ARG in March 2010. On those notes, Cave Johnson&#039;s life, as well as Aperture history, look much different than in &#039;&#039;Portal&#039;&#039;, foreseeing the ret-conned Aperture history showcased in &#039;&#039;Portal 2&#039;&#039;: {{spoiler|most notably, some of the ARG text findings are written into the form of Cave Johnson&#039;s post-mortem memos, implying that Johnson&#039;s consciousness was uploaded into an AI, much like Caroline&#039;s in the final game.&amp;lt;ref&amp;gt;[[HL2:Portal ARG#BBS resource list|BBS resource list @ Combine OverWiki]]. Retrieved 2011-26-05.&amp;lt;/ref&amp;gt;}}&lt;br /&gt;
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=== &#039;&#039;Perpetual Testing Initiative&#039;&#039; ===&lt;br /&gt;
{{See also|Perpetual Testing Initiative}}&lt;br /&gt;
During the events of the &#039;&#039;Perpetual Testing Initiative&#039;&#039;, Cave Johnson {{spoiler|and his numerous duplicates}} resume(s) his place as the head of Aperture Science {{spoiler|and guides the player character, [[Bendy]], through the multiverse. These events take place in a parallel universe(s) in which Cave did not die of moon rock poisoning.}}&lt;br /&gt;
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== Gallery ==&lt;br /&gt;
{{Gallery&lt;br /&gt;
|title = Cave Johnson&lt;br /&gt;
|lines = 4&lt;br /&gt;
|height = 200&lt;br /&gt;
|width = 150&lt;br /&gt;
|File:Cave Johnson Painting.png|alt1=Cave Johnson|1950s portrait of Cave Johnson, a nod to a similar portrait of [[wikipedia:Walt Disney|Walt Disney]].&amp;lt;ref name=&amp;quot;Disney&amp;quot;&amp;gt;[http://kpitalrisk.free.fr/images/stars/46000/s_im-1682-portrait-de-walt-disney.jpg Disney image reference]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|File:Cave Johnson Painting 3.png|alt2=Cave Johnson|1970s portrait of Cave Johnson&lt;br /&gt;
|File:Cave Johnson Painting 4.png|alt3=Cave Johnson|Cave Johnson with his secretary, [[Caroline]].&lt;br /&gt;
|File:Cave Johnson Painting 2.png|spoiler4=yes|{{Spoiler|1980s portrait of a dying Cave Johnson.}}&lt;br /&gt;
|File:Cave 2008.jpg|alt5=CJ|Concept art from the leaked 2008 casting call.&lt;br /&gt;
}}&lt;br /&gt;
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== Trivia ==&lt;br /&gt;
* During early stage of development, Cave Johnson was planned to be the player&#039;s sidekick, taking the form of an AI. As the story progressed, he would lose his touch with humanity and eventually try to become a full robot, leading to a robot uprising. Cave would confront the player for their &amp;quot;committed crimes against their [[Turrets|brothers-in-arms]]&amp;quot; and become the game&#039;s main antagonist. {{spoiler|Cave&#039;s original role of sidekick to antagonist was recycled in the final game by [[Wheatley]].}}&lt;br /&gt;
** {{spoiler|In one of the alternate universes introduced in the [[Perpetual Testing Initiative]] DLC, Bendy encounters a version of Cave Johnson who has been immortalized inside a computer, nicknamed CaveDOS.}}&lt;br /&gt;
** He was also planned to be some sort of Storage Cube, which can be seen within some unused subtitles, where {{spoiler|[[GLaDOS]] and he met and discussed Caroline before he was unplugged.}}&lt;br /&gt;
* The 1950s portrait of Cave Johnson bears strong resemblance to a photo of [[wikipedia:Walt Disney|Walt Disney]].&amp;lt;ref name=&amp;quot;Disney&amp;quot;&amp;gt;[http://kpitalrisk.free.fr/images/stars/46000/s_im-1682-portrait-de-walt-disney.jpg Disney image reference]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Valve Lead Animator Bill Fletcher was the inspiration for the appearance of Cave Johnson.&lt;br /&gt;
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== See also ==&lt;br /&gt;
* [[Cave Johnson voice lines]]&lt;br /&gt;
* [[Collaborative Disposition Test#Cave Johnson|Collaborative Disposition Test]]&lt;br /&gt;
* [[Lemons]]&lt;br /&gt;
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== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
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{{CharactersNav}}&lt;/div&gt;</summary>
		<author><name>P-body yellow</name></author>
	</entry>
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