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