Portal 2

Portal 2

140 ratings
PeTI plus
By Čolibri
This guide is a documentation as detailed as possible of the maps editor of Portal 2: PeTI (Perpetual Testing Initiative).

The integrated editor is ergonomic enough so that we can very quickly create a testing room.
But to go beyond that, it is necessary to know the possibilities and the limitations of this tool.
You will find in this guide all the tips and tricks that I discovered, and links towards many of others, to allow you to progress.

This text is a translation of my original guide in French.
   
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Introduction

PeTI (Perpetual Testing Initiative) the integrated creation environment of Portal 2, is ergonomic enough so that we can very quickly create a testing room.
But to go beyond that, it is necessary to know the possibilities, more or less hidden and wanted, and the limitations of this tool, to make interesting and "well lined" rooms.

I try to gather here all the "tips and tricks" found to allow the beginners to progress, and to make more interesting maps and if possible without defects.

This guide goes around the rooms editor, Puzzle Maker (in design mode, or in conception mode) but also about behavior in test mode, "preview of the puzzle in first person mode" (as in the course of test of the map by the players). It presents different aspects and techniques to make discover all the potential of this game.
See this showroom: http://cs2bus.com/sharedfiles/filedetails/?id=309614372
And this one with BEE MOD: http://cs2bus.com/sharedfiles/filedetails/?id=658177034
I will complete it according to my discoveries and reflections, by taking into account your remarks.

Some terms used for more ease:
  • Map = card, puzzle, chamber or testing room, in short ;o)
  • Glitch = anomaly, small bug not crashing the game, but having more or less of consequences for the progress of the play.
  • Fizzler = disintegrating barrier item (see section Energy items).
  • Funnel = tractor beam (see section Energy items (2)).
Hot keys and mouse
List of the hot keys
(the menus of the editor do not tell everything!)
  • A, D = right click+movement = Shift+left click+movement: move the scene.
  • Q, E and R, F = left click out of the scene+movement = mouse wheel button+movement: rotate the scene.
  • H = Home: reset the camera of the scene.
  • W, S = Ctrl+mouse wheel: zoom the scene centered on screen.
  • mouse wheel: zoom centered on the mouse pointer position.
  • Space+click+movement = Enter = +, -: sink in or extrudes the selected surface. If it is the 3D block which is selected, see farther.
  • Delete = Back space: delete selected items.
  • Escape: cancel all selection, or if there is not, open the exit and options menu.
  • Arrows: move the selection mark in the arrows direction.
  • Arrows+ Shift or Alt: enlarge the selection.
  • Page up/down: move the selection mark in front/back.
  • Double click: select all the surface in the same plan as the selected square.
  • Alt: activate hidden walls (blocking the sight camera) to enable item placement.
  • O = Alt+P: invert the state of portalability of selected squares.
  • P: makes non-portalable the selected squares if at least one it is already, otherwise makes them all portalable.
  • ': makes portalable all selected squares.
  • Opening bracket: makes non portalable all selected squares.
    These last two keys are situated top/right of P. They may differ on a non QWERTY keyboard.
  • K: connect the item selected with the one clicked then.
    Glitch: this key initializes the connection from any object, even those not connectable as the faith plate or the glass panel (but without finding a valuable target)!
  • C = Ctrl+D if item selected, = Ctrl+click on item: make a copy of the item.
    Glitch: these keys allow to copy even doors and big observation room! (See section Automatic elements)
  • Shift+click on wall: select the rectangle (or 3D block, see farther) made by the clicked square and the existing selection.
  • Shift+click on the rotation sign of a turret or a cube (without dropper)+movement: turn by 1/8 of tour.
  • Tab: switch from the publishing mode to the test mode (says "contextual view") and conversely.
  • Shift+Tab: switch between the editor and the screen of workshop and conversely.
  • Ctrl+A: select all
  • Ctrl+N: create a new map
  • Ctrl+O: open a map
  • Ctrl+Q: quit
  • Ctrl+S: save the present map
  • Ctrl+Shift+S: save the map with a new name
  • Ctrl+Y: redo the last action
  • Ctrl+Z: cancel the last action
  • F9: generate the map and launch the test mode
  • Shift+F2: demos management (see section Advice and publication).
There is also a key to make a screen shot and one to enter the console commands (see at the end of this guide) which are customisable.

During the game (with subscribed map, do not work in test mode):
  • F6: save (checkpoint) in case of death, for not to restart everything.
  • F7: restart from the checkpoint.
This possibility is kept between the playing sessions, we can thus make a long map in several times.

Blocks of selection
(3D blocks)
A block of selection is a set of marked elements of the map, in three dimensions. We realize it by sliding the mouse after having clicked a corner of the selection, up to the opposite corner, or by making a click then a Shift+click on each extremity. We can then rectify the volume via the yellow balls marking corners.
As with the selections of surface, we can then use certain keys:
Delete = -: clear the block.
+: fill it with wall.
P and others...
But the main utility of these blocks is the transfer of a piece of room. For that purpose, make slide the block with the mouse according to one of the 3D axes while pressing on Space.
Regret: we cannot unfortunately rotate these blocks or copy them.
Glitch: a cube dropper attached to the ceiling does not move, or moves twice more! The rails of platform are reduced to a length of one square. However, we can then replace correctly these elements.
Portals

Portals operating

In the editor, we can configure nothing about these portals; unless we install a mod (see Mods chapter at the end of this guide), BEEMOD AutoPortal for example. Everything in this section thus concerns the "testing" mode (map running).
The tool that the player, represented by Bendy (see opposite) possesses while entering a map is a portal gun, Aperture Science Handheld Portal Device. He allows to make two portals which have each a different color to distinguish them better but work in the same way; there is no one reserved to enter and the other one to go out (there are four colors in cooperation mode with two players).
See a detailed description of the gun: ASHPD[sectorw.wikia.com]


A reticule formed by two half-moons with five dots inside indicates the place where we fire (see opposite).After the shooting, the half-reticule and a light over the pistol take the color of the last created portal.
The pistol also allows to act (at short distance) on items : press on a pedestal button, catch a free object (cube, turret, placed or flying) even through a grating.
We can fire a portal through a cube, a grating, a light bridge or a laser field, but not through a glass panel, a fizzler or an other portal.
We can make a portal on a surface (called portalable) only if it is white, flat and large enough.
A "ghost" indicates the presence of one or two portals in the map (for visual reminder, see opposite), what can serve in the choice of shooting a new one.
If a fizzler is touched (see section Energy items), the pre-existing portals are cancelled.
On the ground and on the ceiling, the portal is oriented according to the direction in which we fire it, but on wall or on an angled panel it is always in the same direction (see below)

Because of the only vertical orientation of portals on wall, a single horizontal light strip (see section Other items (2)) on a tile prevents the creation of a portal, while placed on left and right edges (or two on the same edge) allows it.
The trigger signs also prevent the creation of portal (see this item in section Automatic elements).

When both portals are created, they communicate and then serve to:
  • pass oneself,
  • be propelled far, by diving into a portal to exit by the other one with the momentum (see Untold Riches: An Analysis Of Portal’s Level Design),
  • observe from an inaccessible point of view, as with a video camera,
  • move a mobile object (cube, turret) by making a portal below,
    or on a wall in which we throw it,
  • pass the "energy" of an object (laser beam, light bridge, funnel).

Remarks:
-Also sounds (funnel generator in particular) pass through portals.
-The beams which go out of a portal can enter again the first one.
See opposite and: http://cs2bus.com/sharedfiles/filedetails/?id=79511082
Portals (2) - Curiosities and glitches
Always in test mode of course.

-It is possible to put two portals side by side on a single box of wall or on an angled panel,but harder on the floor or ceiling and seems impossible on a panel inclined at 0 ° or 90 °!
We can do funny things with these close portals:
http://cs2bus.com/sharedfiles/filedetails/?id=189376619
http://cs2bus.com/sharedfiles/filedetails/?id=189376828 http://cs2bus.com/sharedfiles/filedetails/?id=648200030 Above, how many cubes? ... Only one in each picture, leaned on itself.

-It is possible to pass by a half-portal, on each side if it is centered well on the obstacle (see below)

-By placing the two potals side by side on a wall, one at the bottom the other at the top of the box, and by jumping on two cubes crossing them, it is possible to climb higher.
If the portals are on different squares, then you have to go through the portal to be at the top.
See the solution of this map: https://cs2bus.com/sharedfiles/filedetails/?id=2007116260&tscn=1582842089 https://cs2bus.com/sharedfiles/filedetails/?id=2009659616

-When an angled or flip panel containing a portal starts moving, it deletes it by making a noise and an animation.
And also, stairs, piston or rail platform rubbing on a tile with an open portal, "erases" this one. That can serve to prevent the player from going back where he came. A piston platform also removes a closed portal when it retracts.
Due to an invisible mobile block accompanying the components of the staircase and protruding around it (see section Moving items (2)), a portal placed at one end is erased when the staircase is activated (see opposite) and it is not possible to put a portal on the side that goes up when it is lowered.
In this video http://youtu.be/WJk3bXflRvY you can see that:
  • two portals are needed so that there is deletion
  • only one portal can be deleted
  • the reticule always indicates two portals after deletion
  • it is necessary to bend before entering under the stairs because the base is low.
-As long as we do not recreate a portal somewhere else, there remains a "ghost". The reticule always indicates two open portals, and if the item moves again where was the cleared portal, the animation repeats.
We can make an experiment going up then down in a piston platform several times to move it in front of a wall on which we made a portal.
See this bug happened to me in a map containing BEEMOD items: https://youtu.be/vSkWPejAVnY There the platform to the left moves forward/back in reaction to my position. What is unusual here is the effect position on an invisible wall.

-A portal cannot destroy items nor the player; what is inside (or very close by) of a portal which closes is expelled.
If a portal is fired while there is already one of the same color, the old closes (and disappears) before recreating in the new place. If there was a portal of the other color, it will also close (clog) before opening again when the first one reforms.
To reveal these two points, do the following experiment: a grating is placed in front of a portalable wall, a portal is created above and another under the player (who cannot fall inside because of the grating). Every time we fire another portal on the grating, we jump in the air, because of the one who closes under our feet.

The effect described previously can be used to boost a jump, this is the "reportal glitch".
In this variation, we must fire a portal (not on a portalable wall) of the same color as the one we are nearby (and we just go through), to benefit from the repulsion of the portal which closes.
See: https://www.youtube.com/watch?v=CoBY81_XK-E https://www.youtube.com/watch?v=AWS34Seh9JA
Portals (3) - Through walls
-When shooting a portal, for reasons of speed, only some checks are made to find out if it is possible to create this portal.
https://cs2bus.com/sharedfiles/filedetails/?id=1470868769
-If we fire a portal next to a vertical glass barrier, then a second portal on the first one (opened or not), or just between it and the barrier, the second portal tries to build up close by, but since there is no place to the target position, it tries to build still further, even if this new position is normally not accessible directly.
This leads to a glitch (called "Portal Bumping Bug") allowing to make a portal on the other side of a panel.
It does not work vertically, with a horizontal glass.
See to the right and
this example: http://cs2bus.com/sharedfiles/filedetails/?id=76328141
-A cube can go through a grating placed in front of an exit portal (only in the direction entry towards exit); but the player can not pass it! (see opposite. We can also bring out the cube with the pistol from the blue portal).

-We can pass a cube through thin walls, doors, observation rooms or angled panels, by placing a portal close to them and in the same plan.
See the beginning of the section Automatic elements, and below.
https://www.youtube.com/watch?v=Bg2n9_C7pK4

-The extremities of the light bridge generator do not touch the support, we can thus make a portal below and even manage to make it overflow on the central part (see opposite).
We can cross the item from behind (orange portal).



-A light bridge coming out of a portal and immediately meeting a window, crosses it (see below; the panel must be 30 or 45 °).
We can put an angled panel at the entrance and / or at the exit of portal as soon as the angle of the bridge makes the glass meet quickly.


-By going out of a portal, the player is slightly pushed; this effect allows to cross a thin obstacle (light bridge, grating, angled panel), placed in front of the portal. The phenomenon acts differently on the player and on the mobile objects according to the type of obstacle.
The player can go through the bridge but not through the grating, whereas for a cube it's the contrary!
Map exploiting this glitch: http://cs2bus.com/sharedfiles/filedetails/?id=766067046
If another obstacle, thickest but with holes (the jacks of an oblique panel for example) is in front of the portal, as there is not enough room for the player, this one will be shifted to find more.
This leads to the phenomenon shown opposite.
A blue portal was placed at the edge of the white block when the angled panel (black tile) was lowered on the ground. If we enter obliquely towards the panel by a second portal, the pistons of the panel disturb the passage, the player is pushed then to the left and exits by the black square! We can even put a barrier stuck on the panel, we will cross it.
This technique allows to get into the space containing the observation rooms and in the base of pistons, panels and stairs! As we cannot place the panel just in front of the window, I did not find how to enter directly into the observation room, but only in the space surrounding this one.


Opposite, a device to enter above a room:
after creating both portals, we activate the button to pull down the angled panel, it is then necessary to crouch to enter the lower portal.




See below a view of a large room. Often we see nothing and we have to move so that contents of the room appears.

http://cs2bus.com/sharedfiles/filedetails/?id=404107073
See also the video Stairs and portals (section Portals (2)) and: http://cs2bus.com/sharedfiles/filedetails/?id=169547230 http://cs2bus.com/sharedfiles/filedetails/?id=169547011 http://cs2bus.com/sharedfiles/filedetails/?id=169546807 You can also enter the "base" of objects (see next section). http://cs2bus.com/sharedfiles/filedetails/?id=169700268
-When a portal is covered by an angled or glass panel, the player can pass through the other portal. But be careful not to enter too low otherwise the mechanism of the panel will kill you (see below).
Otherwise the panel should be attached to a wall and not to the floor for the player to fit in the width of the base; or must be a glass panel, whose base is twice deeper than an opaque panel.

Cubes also pass through, but if the panel is not of glass it is necessary to insist, or the cube has to arrive with speed (by falling from above for example).
By going out of the portal, a cube can get stuck in the mechanism or be ejected.
Its the same thing if it is a piston or rail platform that covers the portal; we cross them. Similar also if the portal is made on a portalable panel covered by a piston or another panel.
For the gel, only splashing go through.
Items (or Objects)
A map consists of a room, by maximum 25 squares aside, with the geometry limited to cubic bricks of a single size, decorated with some lightnings, and with static or mobile objects.
After taking an object from the palette to the left of the editor, and placing it on the map, some can be directed and/or moved on the square support, thanks to white handles which appear. Then a right click on the item shows a pull-down menu allowing to change its properties (its behavior in game).
Items seem bigger than in test mode, for a better visibility and manipulation. This can generate defects as shown below; the cube is put on the ground but the piston platform overflows above.





Some items contain a "mechanism" hidden in their base, occupying one or more blocks of wall, that is why we cannot put several of these items on the same support (see opposite, in test).
These items also occupy a certain place in the air, not being able to be shared with others who interfere. In case of conflict, the error is indicated and a limit of dimensions is shown in red.
During the game, a blocked object makes a particular noise and emits some dust, he can then be expelled or destroy itself.






Glitches:
-in the image on the right, the piston is in conflict with the wall located above because once deployed, there will not be anymore space for objects put on the platform.
But if the wall is replaced by an angled panel, there is no error anymore, and it allows to stick objects.


Glitches in test:
-in the animation below, the panel through the cube without being stopped then destroy it when it retracts. Whereas with a piston, the cube penetrates a little into the obstacle but stops the movement.



-the observation rooms generate projected shadows for walls and items (cubes, grating, gel...) but not for cube generators!
Sometimes the lighting calculation fails; on right, the shadow of the left cube disappears on the angled panel.



Most of these items participate in the action of the game and make all the interest and the originality.
We can classify these active items in two categories:
-the items that I call triggers, which react to the player's action, possibly through a cube (these are the buttons) or through a laser (relays and laser receivers).
-the receivers who react in events (= signals) emitted by triggers (they are all the moving items as the panels and platforms, or the cube and gel droppers, or those using "energy" as lasers and fizzlers).
A receiver react only if all the connected items (triggers; eight maximum) are activated ( = logical AND).
A trigger can be connected with several receivers; eight at most also.
The knowledge of their behavior during the play is necessary to create the riddle (puzzle) and allow its resolution by the tester.

Every item of the palette is reviewed in next sections with indication of the advantages and the inconveniences of each, their lacks (regrets) and glitches noticed in the editor or during the test of the map.
After the common name, the official "poetic" name is written between quotation marks.
In brackets, come then the number of entities which it uses. Indeed, every item placed in a map "consumes" a number of entities, and the editor authorizes a maximum of 1750. If you put many items in your map, you risk in the launch (F9) to have the message "The puzzle has too many items and cannot be built. Please remove some items and try again".
See: 'Too many items' error
We can however push away this limit: A Way to Break the Entities Limit
Items - Cubes
Major objects of Portal, they are several available types in the palette, but we can also change from one to another via the contextual popup menu.
They serve essentially to press buttons. The standard and companion cubes as well as the spheres have a part which becomes yellow when they activate a button.
We can place them "in the air" by raising them along a wall; they shall fall when the player enter in the map.
Regret: we cannot put a cube without distributor on a button or an angled panel (raised or not); it is necessary to put it above.
In the game the cubes can be used to interrupt a laser so that it does not reach a receiver (the reflection cube deflecting it).
They can be piled to form a staircase and allow then to climb a wall for example.
We can cover them with gel (see this item in section Gels).
They are destroyed if they dive into the goo or touch a fizzler, but also in certain situations, for example if one remains stuck for a long time against a wall by a moving item.


Standard cube
"Weighted storage cube" (4)
It is used to activate the standard and cube buttons.


Companion cube
(4)
It works exactly as the standard cube, it presents simply a different drawing to make it more charming.
Formally we use only one in a map and often we have to transport it all the way until the exit.


Sphere
"Edgeless Safety Cube" (4)
Warning: put on the ground, it has a walk alone and tends to go where it is not intended: towards portals, holes, fizzlers...
To block it, except walls of course, we can use for example the base of cube buttons, the extremity of a laser field or fizzler (deactivated), or a funnel on the ground and inactive (or active and directed towards the sphere).
Placed on a standard button, it activates it, but he can arrive that it begins moving and eventually escapes!


Franken cube or Frankenturret
(4)
It is a hybrid of turrets and cube, but the turret part cannot be destroyed by a laser.
It can have a slightly different look in each distribution.
See these examples (click to enlarge):

It seems to roam aimlessly, but if we take one and we put it down in a certain direction, it will go in this direction. We can then use it to activate an element, or pass through a portal.
It can go down a staircase but not go up it, and cannot rise only on a button.
Placed on the back or the side, it cannot move any more.
Regret: placed in a map, its orientation is always the same, it cannot be turned unlike reflection cubes and turrets.
Glitches in test:
-it does not bounce on the blue gel and does not accelerate on the orange gel, nor even if it is coated with it, contrary to the other cubes. On the other hand, covered with blue it pushes away well the other cubes.
-when we place a franken cube on a button, it will go into idle mode; but it always stays in this mode (it does not walk any more) when we remove it.
-when a franken cube strikes a cube dropper by below, it rises as this the gravity was inverted. See: http://youtu.be/mUHQM9kfaDw

The reflection cube is dealt with lasers (section Energy items).



Cube dropper
(33)
This cube generator is optional, and it delivers only a type of cube.
With a selected cube distributor, the Delete key does not delete the cube, but Delete on the cube deletes both.
The destruction of a cube can cause the automatic dispensing of a new one (option in the contextual menu).
If we ask for a cube, through an item connected to the distributor, the cube generated previously destroys itself.
Moreover, a map can require the destruction of a cube so that an other one is generated under the distributor, and so to create a kind of transfer of a cube (= respawn).
The reflection cube, still in its distributor works (it diverts a laser)! But its orientation cannot be modified. See:
http://cs2bus.com/sharedfiles/filedetails/?id=75349381 A laser placed under a generator sends its beam inside by the small hole in the center of the diaphragm (see opposite).

Glitch:
-it is possible to place the cube at various heights under its generator without perceived utility, but can produce the visual problem shown opposite. Without the dropper, a message indicates a wrong position.
Glitches in test:
-the portalable base of a cube generator is black instead of white (see opposite).
-if the cube is locked in the dispenser at the beginning by a light bridge directed upwards, the distributor no longer work at all, even if the bridge is cut.
The output can be blocked by other items placed below: an angled panel, a funnel, a laser, a glass panel...
-if we catch a cube before it completely went out of its distributor, and we push it inside, the diaphragm closes on him and it turns out to prisoner with the following cube. Then if we request a cube, the one who was reintroduced destroys itself but have time to block the following one to going down, what makes that we cannot obtain any more cube (see opposite). It can also happen that two cubes come out together! See this video: http://www.youtube.com/watch?v=pPCKvEdjAGE A trick allows to force the release of a blocked cube; see: http://cs2bus.com/sharedfiles/filedetails/?id=393881288
Items - Buttons

Pedestal button
(switch) (6)
It has for peculiarity to trigger two types of events: either permanent, or of a duration from 3 to 30 seconds, after which it comes back to its initial state and can thus serve again.
We can additionally jump on this item to climb on a wall, in particular when the button is horizontal.
Regret: not less than 3 seconds to the countdown, it's a little bit long sometime.

Other buttons
Three other types of buttons are proposed in the palette but we can pass from one to another by the contextual menu.
These buttons can be placed on walls or in the ceiling; to activate them it is then necessary to push them by using a cube (specific action) or use a funnel beam that hold a cube against the button (effect as long as the beam is active).
Glitch in test: it can happen, by titillating the button with a cube, that the button remains activated while the cube is no longer placed on it!


Weighted button
"1500 Megawatt Aperture Science Heavy Duty Super-Colliding Super Button" (3)
Standard or ordinary button, it can be activated by placing any cube on it or stepping on.


Cube button
(3)
It can only be activated by cubes (with edges ;o), and not even by the player.


Sphere button
"Edgeless Safety Cube Receptacle" (3)
On the contrary of the cube button, only the sphere can activate it.
Moving items - Panels, Platforms

Angled panel
(13)
Panel which can take a predetermined angle upon reception of a signal.
Regret: we choose only an angle of shift, the other one being fixed to 0 degrees (valid also for the glass panel).
Glitch: sometimes a portalable panel is shown in black in the editor, but it is very white when playing the game.
Glitch in test: as the glass panel, he can imprison you, but less systematically.


Glass angled panel
(12)
Its only difference with an ordinary angled panel, except for its look (we locate it well, contrary to the full panel), it is because he cannot be portalable.
We also notice that it allows to pass the indicator lights (see this term in section Automatic elements), and compartment for arms is deeper.
In addition, this panel is slightly narrower and a portal can be shot through the border (see below, click image to enlarge).
Strangely also, it costs one item less than the other panels!
Regret: we can see (little) through but the laser cannot cross it.
Glitches in test:
- it is possible to extract a cube from behind through portals, like on the left picture below, if you put the cube on an orange portal. If the cube falls on the portal with enough speed, it passes through the panel without the need to pull it.
- a cube which bangs it has strong chances to be destroyed!
- if it is activated while you are on its trajectory, it imprisons you! (see below, click image to enlarge).



A panel (of glass or not) on the wall tilted to 90° towards the floor (right on the opposite picture), can serve as staircase, while if it is on the ground and facing the wall, we slide on pistons.











Flip panel
(8)
It allows, on action of a trigger, to change the portalability of a square.
The rotation axis of a panel on a wall is always vertical. To direct differently the axis of a panel (90° turn) on the ground, it is necessary to move it to a wall before returning to the starting point, as shown opposite.
We can put a spot of gel above and thus show or hide this spot.






Piston platform
(44)
We choose the length of extension (maximum 4 squares) and the initial position of the platform (retracted or deployed).
We can rotate it on its axis, but this only changes the design of the platform.
If a platform put on the ground is not connected to a trigger, it will be activated when the player arrives above. It will retract if he leaves it, even before the end of its way, or if he stands at the edge.
If it is connected, it will join the other position when a signal will be received.
The platform and the piston stop the laser, the light bridge and the funnel (if it is centered).
A platform put on wall or ceiling does not react to the contact of the player; it can still be used to close a passage or to push cubes or the player.
A piston platform can be placed in front of a panel (angled, glass, grating or other platform) and come to touch it, but not in front of a wall (see Glitches in section Items).
Glitches in test:
-a piston not connected reacts to the presence of the player even if the platform is covered with a glass panel or with a light bridge. A downward platform then will vibrate halfway until the player is above.
-if a piston is connected to a transmitter, and we copy it, the connection is missing in the copy, this is normal;
Nevertheless the new piston is not triggered if the player goes on, as if he had kept memory of the original connection.
-if the platform is affected in its extension, the piston still deploys (see below)


http://www.youtube.com/watch?v=S-WoKfo_HRs

Track or Rail platform
(13 + (1 or 2 ?)*length)
Makes a back and forth along a rail when activated. The orientation and the initial position of the platform on the rail can be changed in the editor, but not the direction of departure.
It is often used to stop a laser beam, thus generating a signal cyclically (see section Systems).
An option allows to deactivate coming and going; in this case the starting position can be only one of the rail ends, and the activation of the item by a trigger sends the platform to the other end.

Rising piston and rail platforms as well as stairs can give momentum to the player to jump higher.
Moving items (2) - Stairs, Faith plate

Stairs
(13)
It deploys or retracts upon receipt of a signal.
Regret: this object is very cumbersome, and "entities" consumer to make simply the player of a square rise. We can make about the same thing (less attractive certainly) with a panel tilted to 45°.

Glitches in test:

- Opposite there is a view of the Stairs instance (prefabricated object used in the construction of PeTI maps).
When the stairs are operated, the red block will go up or down at the same time as the steps (let's call it "mobile block").

This explains why the cubes placed on the deployed staircase do not exactly touch the steps (see opposite).
We also see that it protrudes a lot in the lower part and a little on the high side (I think to allow the player and the cubes to slide on it without jerks and to create a solid block around the legs).
Because of this it can be blocked from deployment or retraction if another object interferes with it.
See also interaction with portals in the section Portals (2).
You can also stand on a ledge, and move with it if the staircase is operated by a device. This is what is exploited in the following map: https://cs2bus.com/sharedfiles/filedetails/?id=1368004183
Large ledge is wide enough to pass through a barrier (see below).
- Another consequence, if we place a barrier (glass or grid) on the side of the staircase which goes up, it interferes with the mobile block and after deployment of the steps, we can cross the legs (see below).














- On the other hand, if the staircase is deployed by default in the editor, when it is retracted, the mobile block remains in place and we therefore have an invisible staircase (used at the start of the map MicroP2);
and see opposite: after placing the cube on the button, you can still climb the stairs.


- A barrier at the same level as the base of the stairs but on the low side, vertical or flat, stops the mobile block before it reaches the top; see opposite: the cubes touch the steps but the legs are not crossed by the light bridge.


- The "Ski lift" glitch.
To create this glitch you need the same configuration as before but the staircase must be deployed initially; if a cube (not the sphere) is dropped above the steps, it slides then turns back and goes up slowly. It continues even after the stairs, until it meets an obstacle and falls.
The conditions for this to work are not very clear. Sometimes any modification of the map cancels the glitch, and sometimes it no longer works without having modified and it comes back by relaunching the map. To restore it, it is often enough to remove the staircase and put one back.
In this video: https://youtu.be/c28cbXmZpbw we see that:
  • The cubes float above the steps.
  • If the player approaches cubes or another cube is placed on the "escalator" below, the other rising cubes slow down, seem to "hesitate", and can abandon their climb if they are beyond the staircase.
  • We can put any cube, anywhere on the stairs, it rises (except the first one who comes down first).
  • Cubes refuse to go into a portal.
To test yourself: https://cs2bus.com/sharedfiles/filedetails/?id=645398084
Analyse
- Without barrier
The falling cube hits the mobile block tilted above the steps, then slides over it. The higher the starting speed, the further the cube will go; he can stop on the stairs, or on the ground below.
To this is added a part of randomness to make it more realistic, less predictable; the cube rolls on itself, and the trajectory can deviate to the side of the stairs.
- With barrier
If the cube is stopped by a thin barrier (or slowed down enough not to pass the barrier when it is horizontal) it is as if it is rebounding and the slide continues in the other direction.

The necessary configuration is the same as the previous glitch, but the behavior is different; the mobile block is fully deployed when the barrier should have blocked it.
I tried with two identical devices (staircase, cube distributor and a window), there was always only one glitched staircase at a time; and each time the map is launched, it is not always the same one.
If we lower the stairs and then raise it using a button, the glitch disappears. The cube touches the stairs and slips very little: the mobile block got stuck below.
- Assumption
We notice in the Stairs instance that the staircase is retracted while the mobile block is in the high position. When the map is initialized, the stair must be positioned as configured. So I'm assuming that something is wrong with the positioning and the conflict between the mobile block and the barrier for the first staircase encountered.
- Mystery
When a cube is placed behind the others (or the player climbs up the stairs), they are influenced, and those farther down fall. If a cube is placed in front of those who start to climb, it is taken care of like the others.
And why does this glitch not always work? Perhaps it is the order of the elements in the source and the timing at initialization, or the random parameter (realism) that plays ...


Aerial faith plate
(9)
Allows to propel the player, but also the objects which come into contact, towards a target which we place on a square. The plate cannot be placed in the ceiling, but the target can be put almost everywhere, even if it is not in the alignment of the plate; we can put it also in an inaccessible place, the projectile will then be arrested before reaching it.
We can make an absolutely vertical jump by putting the target in the ceiling just above (if we put the target on the plate itself, it is sent back to the ceiling).
The height of the jump is adjustable; but attention not to bang the player against a wall!
Regret: we cannot put the target on a glass/grating panel (but the trajectory can go there).
Glitches in test:
-the target placed on an angled or flip panel will be invisible in test mode.
-once in the air, it is possible to deviate from our trajectory by using the left, right and back keys not to land exactly on the target. This possibility is even too efficient because it is some time possible to go back of the plate!
-the faith plate is intangible in towards gels and portal shots. By spraying conversion gel on it, it crosses the plate and covers the inside of the box which contains it; we can then make a portal and pass in (see below).
https://cs2bus.com/sharedfiles/filedetails/?id=1492967902 https://cs2bus.com/sharedfiles/filedetails/?id=1502636917
Energy items - Laser, Fizzler

Laser emitter
"Thermal Discouragement Beam" (6)
Warning: if you touch it, it hurts you and pushes you aside, but if you insist, it ends up killing you...
We can direct it thanks to the reflection cube, and it can be used to destroy the turrets.


Laser Catcher
(4)
It is triggered by receiving a laser beam.
Be careful, as it can have several positions on the support, it must be aligned with the laser that must reach it, otherwise it will be necessary to use portals to match the height.
If a portal or a reflection cube is used to bring a ray, there is a certain tolerance on the angle of arrival, not worth it well it is very perpendicular and in the center.
Glitch in test: it may activate if the laser simply brush against it; see opposite and: http://cs2bus.com/sharedfiles/filedetails/?id=918278815


Laser relay
(3)
It ignites and turns when a laser beam crosses it.
He can receive beams since all the directions, in the same plan as his base, or vertically; but there is very little tolerance on the vertical angle of the beam.
Glitches in test:
-it may happen that a relay hit by a laser turns but does not light (see opposite).
-a relay placed on a wall cannot be activated (even the laser is on the ground, on the ceiling or on a perpendicular wall), except indirectly via a portal. Example: http://cs2bus.com/sharedfiles/filedetails/?id=79511082

Reflection cube
(or Weighted Pivot Cube) "Discouragement Redirection Cube" (4)
In addition to the functions of a regular cube (see section Cubes), it serves to deflect a laser beam.
Several lasers can reach it at the same time, but only one beam emerges. In the game, when we take this cube, it turns with the small exit lens in front. It is possible to direct the beam at the top or bottom with the help of another element of the map for tilting the cube. Then you must not lift it, otherwise it redirects; to move it you have to push or hold against an obstacle.
Stacking a reflection cube over other cubes or objects, allows to capture a laser beam upright.
Glitches in test:

-in a pile of cubes, if the one on top is a reflection cube crossed by a laser, we can manage to remove one cube under without bringing it down!
See opposite.
-a cube in its dispenser and traversed by a laser (see Cube Generator in the section Cubes) is blocked. By cutting the beam, it can fall again.






-in a funnel, we can approach it until look inside (it is valid with the other cubes, but less spectacular). See opposite, and below probably the same glitch. It may have been corrected because I can not reproduce it.



http://cs2bus.com/sharedfiles/filedetails/?id=231079294
-if a lot of reflection cubes are used, the laser which crosses them bug at the end. See: http://cs2bus.com/sharedfiles/filedetails/?id=72078309

Laser field
"Discouragement field" (14 + ?*length)
This barrier allows to pass everything (it does not even destroy turrets) but kills you if you touch it.


Fizzler
"Material Emancipation Grid or Grill" (5 + 9*length)
This barrier destroys the objects which touch it but not you. It also prevents the firing of portal, and if you touch it, the pre-existing portals are cancelled.
Warning:
-it is possible to walk on the ends of a barrier (laser field and fizzler) placed horizontally, without activate them.
-it is possible to pass a cube over a fizzler (if there is nothing above) by holding "at arm's length".
-furthermore, if the fizzler is placed in a certain way from the walls, you can leave a portalable gap on each side (see below).
-likewise, a fizzler parallel to a wall allows a portal behind, while perpendicular, it forbids it because it touches the wall (see below on right).

-a portal can be shot on the edge of an angled panel perpendicular to a barrier; the portal centers then on it, which can allow to pass on the other side of the barrier (see below).



Hazard barriers remarks:
-we can extend these "hazard" barriers (laser field or fizzler) provided that the generators are in touch with a bare wall. Any other objects except the grating, creates a conflict.
The moving items (piston, stairs, platforms) cannot be placed if in extension they cross the field.

Warning:
-it is possible to walk on the ends of a hazard barrier placed horizontally, without activate them.
-this barriers have an emitter part and a receiving part (generators). The only difference is that the indicator light line (see section Automatic elements) arrive to the receiver; so we can choose the direction for better readability. Moreover, these items can be placed on a square in two median positions, almost identical (turned 180°) and only the drawing of extremities and the position of the indicator light change slightly (see below).
-we can pass without touching them, on half a square (see below on right).
Energy items (2) - Funnel, Light bridge

Tractor beam
"Excursion Funnel" (8)
This item is particular because it accepts the connection to two triggers at the same time; one to switch on / off the beam, the other one to change its "polarity" (its direction of transport, indicated by the color of the beam: blue pushing, orange towing).
We can make it transport cubes and if a button is placed at the end of the pushing beam (blue), they will push it... but the player himself, can not push the button, even if it is on the ground! There was a bigger difference of behavior between cubes and player, but it was corrected. See: http://cs2bus.com/sharedfiles/filedetails/?id=90192571
Gels and the turrets can be also transported inside. A light bridge can stop objects and the player.
Glitches in test:
-with an inverted beam (orange) "sparks" also change direction and then cross the support (see opposite).
-"Crouch Flying Glitch": by reaching at the top of a vertical funnel (or the end of an horizontal one), waiting a little without moving, squatting and waiting still, pushing on the jump key while keeping that to squat pushed, the player can then float along the ceiling by using the movement keys. See: http://www.youtube.com/watch?v=in_Qs0zCg18&hd=1 Video with also other glitches: http://www.youtube.com/watch?NR=1&v=T2qcoQC9cTc
An other property/glitch used in a map: http://cs2bus.com/sharedfiles/filedetails/?id=848757551


Light bridge
"Hard Light Bridge" (4)
This item is very rich in possibilities, because we can place it on the walls of any orientations, we can position it of several manners on the square, and we can pass it by a portal on an angled panel. If the panel is tilted by more than 45°, we cannot however raise it by walking above.
It does not stop the shooting of portal either laser rays or funnels, but stops the shooting of turrets and objects in movement. According to its orientation, it can then serve for the player of bridge, banister, shield against turrets or other dangers.
If a light bridge meets mobile items (cubes or player, but not turrets!) it pushes them, and if it is horizontal, goes up them on it. In this last case, upward successively created portals make these objects rise with it.
Glitches in test:
-objects, including the player, can so go through a grating! (see below)


-the light bridge generator is intangible for cubes, but not for the player:
Items - Gels

Mobility Gels
We place a fountain (the distributor) and the target (a spot) in the map, both must be aligned (a mark indicates the possible squares for the spot for the current distributor position).
With a selected fountain, the Delete key eliminate it and leave a spot, but Delete on a selected spot eliminates both.
Gels pass through the grating, and do not adhere to the glass (glass panel, platforms, angled glass panel, observation rooms), they disappear!
In test gels can be spread over a light bridge, even from below (using a portal or a funnel); both sides will be covered, and blue and orange gels will work.
We can color the entry and exit doors to blue or orange with a spot; both faces are colored.
Gels are delicate elements of employment (especially conversive) because it is difficult to predict what the player is going to make with. It is necessary to be very attentive to portalable squares and to funnels which can serve to send the gel almost everywhere on walls and thus to greatly expand the possibilities of travel of the player.
Remarks:
-we can pour so much gel as we want, the thickness of the layer will not increase.
-a surface coated with bouncing or accelerating gel keeps its portalability.
-a gel bomb bursts by encountering a laser beam.
Glitches:
-we can not put a gel spot on an inclined angled panel. In test mode, gel paint the underside of the panel.
-if we remove the support wall of a spot by the side (selection and - key), the spot stays in suspension (see opposite). In test mode, it will join the opposite wall. This trick allows to put an initial spot on a light bridge or to paint a cubes present on the trajectory.
Glitches in test:
-gels on light bridges disappear if the bridge is removed. And they are not saved with F6 key!
-gel placed on a deployed staircase does not work.
-if a spot of gel is placed on a transmitter, receiver or laser relay centered on the square, the effect (accelerating or bouncing) and the color apply only to the items and not to the support. On light sources, the spot is not visible above, but the effect is actually there (See opposite).
-in "bomb" flow the gel cannot exit from a distributor placed in the wall if the angle of fall is too vertical.
-a video showing a bomb gel glitch: https://www.youtube.com/watch?v=kD3YXEQ_3fc
-a gel bomb falling on a faith plate is sent back, but it can also crash: it depends on the height of fall! See this demo map: http://cs2bus.com/sharedfiles/filedetails/?id=117604573
-in the editor, we cannot put a gel spot on a glass panel; it go through it and comes to take place on the wall behind. In test mode, the poured gel disappears by touching the window, unless it is against a wall, then the gel sticks on him, seeming to be behind the glass!
In this video : http://youtu.be/Z-MZyOr4lqw we can see that:
  • the orange gel does not work but still makes noise
  • the cleansing gel works
  • the blue gel does not work for cubes but for player it keeps its properties except for one thing: we have to jump from higher than the ground so that it works (the height of the base of a button is enough)
  • the conversion gel works and you can spend a cube through the glass!
If the ground is replaced by an angled panel, the gels will never work.

-if a funnel coming out of an angled panel (on the wall or on the ground) passes over a paint dropper, then the gel will no longer come out of the dispenser but will come from inside the funnel.



Repulsion gel
(8)
The player bounces if he jumps on a spot of this gel; he can avoid it by crouching.
The coated objects bounce infinitely (the franken cube is not affected), and eject the free objects which we touch with (franken cube also do that).


Propulsion gel
(8)
It makes surfaces and objects slippery (except the franken cube). Walking above multiplies the speed of the player, unless he moves forward carefully or if he crouch.


Conversion gel
(9)
It makes portalable black surfaces. A spot on an already portalable square sees itself (it is greyer) but gives no additional effect.
Applied to a cube it has the same effect as cleansing gel.
This gel is difficult to use on a map because by converting all walls to portalable (on the condition of reaching them) it facilitates too much the actions...


Cleansing gel
(8)
It is used to remove the other gels, and sprayed area may not receive any other gel during this time.
A spot of this gel seems to have no effect.


Paint Droppers
(15)
We can make a horizontal spurt by putting the fountain on a wall, but we can not put it on the ground.
Glitch: when a distributor is copied with the C key and then moved, the spot does not follow. In test it will go upright from the paint dropper.
Glitch in editor and in test: the distributor is "invisible" for portals, laser, funnels and light bridges! (see opposite in test mode; click to enlarge).
Other items - Barriers, Turret

Glass/Grating panels
(1/2 *taille)
The palette proposes only the glass panel (armored window!) but we pass from a type to the other one via the pull-down contextual menu.We cannot stack the glass and grating panels. Panels of the same type and adjacent merge visually, and the effect is the same that with a single panel (from the entities consumption point of view also).
In the opposite image, we see only one L panel but it was necessary to place two items, one on the other, to manage to make this shape.
We can walk on the edge of a vertical panel.
Only the laser can go through the window while the light bridges, the flow of funnels and the shootings of turrets and portal penetrate only grating panels. Some glitches allow to pass through a grating (see section Portals (3)).
It is possible to manipulate an object (cube, turret, pedestal button) through the grating if it is not too much far.
Warning: two glass panels with right angle on opposite squares are not completely joined and we can fired portal between them; also between a window and a shifted wall (see opposite).
A turret can also fire by the ♥♥♥♥♥ but without causing damage.
Regrets:
- it is not possible to use windows to contain the goo!
- it is not possible to attach a panel on another panel.
- the weft of the grating is too much tightened, it is painful to look through, especially if there are several stacked.
Glitch: it may happen, rarely, by rotating a panel in a narrow place, that a part of it turns only of 45 degrees instead of 90. See: http://cs2bus.com/sharedfiles/filedetails/?id=85099727


Sentry Turret
(3)
You can choose the direction in which the turret "looks" and can shoot you.
Regret: we do not choose the width of the viewing angle.
A cube can serve to knock down a turret by dropping it above, or to protect yourself from the shooting of this one.
We can burn a turret with a laser beam, but strangely, it is not affected by a laser field.
Turrets can fire through the mechanism of staircases. They also fire in the gap which can be let between glass panels, but bullets do not pass. They do not fire through portals or if they are in a funnel.

Bullets leaves marks on walls and pedestal buttons (see the opposite image, which can be enlarged by clicking on it).

Remark: turrets are used in most workshop maps as deadly traps that surprise and force the player to restart the game. In my opinion it is better to use them more intelligently, allowing time to observe the situation and to avoid or eliminate them. There is moreover multiple manners to get rid of turrets, by bringing down them or by destroying them at a distance (laser, portal...). See: http://cs2bus.com/sharedfiles/filedetails/?id=73887612 https://cs2bus.com/sharedfiles/filedetails/?id=1345758051
Glitch in test: turrets can be temporarily deactivated after the passage in a funnel. See this demo: http://cs2bus.com/sharedfiles/filedetails/?id=132141209
Others items (2) - Goo, Observation room, Light strip

Deadly goo
(1)
It destroys the objects which fall inside, including the player.
We can put the man symbol on any square of the pond.
The level does not arrive at the very top of the pond and the emerging part is automatically not portalable. But we can place a light bridge or an angled panel to make a small platform. The moving platforms can enter the goo.
We can place some items at the bottom of the pond, and at a depth of only one tile. Regarding immersed cubes, they will be destroyed as soon as the game begins.
The goo prevents indicator lights and signs of connection (section Automatic elements) with objects placed at the bottom (pistons, angled panels).


Regret: The glass panel cannot serve as wall to contain the goo.
Remarks: We can put several goo items in the same pond but I do not see the interest. And make a pond deeper than one square either (except to connect it to another pond and save so one entity).
In fact we can plunge a cube into the goo without it is destroyed, or to walk inside on an angled panel (a noise of lapping is listened) ; see opposite. The destruction occurs only when the object reaches the bottom.
Glitch in test: a problem of texture can appear if several ponds are placed at different heights. See this guide: http://cs2bus.com/sharedfiles/filedetails/?id=126121406

Observation room
(2)
This item is only used to decorate and lighten the scene.
Warning: it is possible to walk on the ledges that are embossed.
Glitch: a trick allows to place an observation room on the floor; see: http://cs2bus.com/sharedfiles/filedetails/?id=397387268

Light strip
(3)
If it has for initial function to enlighten (a little) the scene, it can serve also to prevent or to reduce the portalability of a white surface. Up to four bars can be placed on the same square.
It also influences the course of the light indicators (see section Automatic elements).
We can also use it to attract attention to something, mark a path to follow...
Items - Automatic elements
I mean by automatic the elements not being in the palette of items because they are handled by the program.
This include doors and large observation room which are present automatically in any new map, and which can be neither deleted nor duplicated... except that a bug allows to multiply them with the C or Ctrl+D keys; but we can not remove these copies (except by cancelling the operation with Ctrl+Z).
An other Glitch: when a portal is on a wall near them, we can put a cube through closed doors and observation rooms (see below; click to enlarge). The cube will be destroyed by the fizzler behind the exit door. A cube coated with blue gel will bounce in the room.




Entry door, exit door
(254 ?)
They are unique (in principle) and mandatory, since the purpose of a test room is to reach the exit from the entrance.
The entry door closes definitively as soon as the player walk in, then the large observation room lights and cubes fall from distributors, as well as cubes put "in the air".
The exit door is a receiver and thus reacts to trigger connected items.
Glitches in test:
-a light bridge directed towards the entry door through it before it even opens, and blocks the player if he is in contact with.
-exit doors copied:
They are all in the same state (opened or closed) and react together, regardless of the connections and the releases.
In the published maps, some work normally and lead to an elevator, the others lead onto a "bug":



Large observation room window
It is used to illuminate the map sharply, causing shadows.
It is mandatory and unique in a map, but you can hide it in an invisible place, closed, if necessary.
As for the little one, we can walk on the horizontal edges.
Regret: we cannot make vary its size; and it blocks a lot of space behind it.


Indicator lights (ant path, ant line)
(1 for every segment and bend)
This is a dotted line between a trigger and a receiver. It is blue at the start, and changes to yellow-orange in test mode when the trigger activates the receptor.
The plan is automatic; if the program does not find a possible path, it replaces this line by a sign of connection at each end (see farther).It does not pass through the light strip item, which can therefore be used to constrain the route.
As it always connects to the same side of the items, it may take a strange path (see opposite).
When there are several, and in a confined space, the links can be scrambled. Moreover this line uses entities!
That's why "Connection visibility" option (which was not in the original version of the editor) accessible in the contextual menu of the active items, allows to choose to put signs of connection in the place, or nothing.
Glitch: a trick allows to delete the starting item, leaving the line; see: http://cs2bus.com/sharedfiles/filedetails/?id=395550329


Signs of connection (tags, signage)
They replace the indicator lights when this one cannot be drawn or when the designer choose this option. The drawing is identical on each pair of connected items (see the picture in Signs of trigger paragraph).
It exists in quite 10 different signs; if more links are used, the same sign will be reused.
In certain case (space too small), even the sign of connection has no place to take shape. See opposite, in design mode.
Remark: if a system (see next section) is interposed between a transmitter and a receiver, the connection is not clear for the player.

See this guide: http://cs2bus.com/sharedfiles/filedetails/?id=292356592

Checkmark boxes (signs of trigger)
If a receiver item is connected to more than one other item, a blue cross is drawn next to each connection. This sign allows to know how many stages are to be realized to activate the device, and becomes one orange check mark when the connection is established.
If several triggers are connected with a receiver, all must be activated (logic AND) so that the cross become check mark and what the receiver reacts.
For a pedestal button with countdown, the sign is a wheel which will show the countdown during the game.
Remark: It is not possible to make a portal on these marks.
Systems: combinations of items
Here are some examples of assemblies of active items forming systems or useful devices.

Airlock
An airlock is here a passage which can be crossed only in one direction.
A pedestal button with "infinity" counter is connected to two "doors" (Laser fields in the opposite example, but we can put other things) among which the one is opened and the other one closed by default.
If the player decides to cross the airlock, he has to press on the button, and then the entry door closes whereas the next one opens.

Persistence (or durability, memory system or latch)
This system allows to convert an event from punctual to permanent.
Pressing a pedestal button with timer, or the impact of a cube on a button, trigger an event for a limited time.
The presented system makes permanent this event, even after the stop of the trigger.
On the opposite image, pressing the left button switches on a laser during three seconds and opens the glass panel through the relay. Nevertheless the door remains infinitely open!
This is because the relay is also connected to a laser (to the right), which is activated when the relay receives the first ray; and as the second laser points to the same relay, a loop is formed which "trap" the event.
And how to cancel this effect?
It's not so simple, because if the right laser is cut through a system with a button, the relay does not receive the ray, so its status changes, then it sends a signal to the laser that turns on and crosses the relay which change... and so on.
Therefore you should not thus cut the source of the laser but block the beam to stop the supply of the receiver (relay), which will cut the laser remained on, and so break the event loop.
For this we use all moving or tilting panel. When it is activated, it cuts the laser and disarms the system. It is the function of the right button on the picture.
Demonstration where four such systems are used to activate in a chained loop: http://cs2bus.com/sharedfiles/filedetails/?id=78776811 Example of use of this cyclic system: http://cs2bus.com/sharedfiles/filedetails/?id=182952465
Logical systems

The combination of trigger items (buttons) with receiver items can result in "logical" or "boolean" operations, that is AND, OR, XOR (exclusive OR) and NOT relations.
For example two buttons connected with the same panel are forming one logical AND because the button 1 and the button 2 have to be pressed at the same time so that the panel activates.
Now if we want to activate the panel when either one or the other button is pressed, it is necessary to build one logical OR.

Logical OR
Each of the two buttons (or more) is connected to a laser instead of directly to the panel. Each laser points to the same relay, itself connected to the final panel. We can use other objects to make one OR but this method is the more economical, and allows up to four links (even five with a lazer above the relay).
If we activate one of the buttons, the corresponding laser will reach the relay which then will activate the panel. Activating several buttons has the same effect as only one: it is an inclusive OR. To make an exclusive OR, XOR (pressing only one of the buttons activates the panel) it is more complicated -> see links farther.


Logical NOT
For pressing of a button disables a system instead of activate it, simply reverse the initial state of the receiver item (right click, disabled by default).
But if this receiver is already connected with other systems, it is not possible to modify it.
It is therefore necessary to use an intermediary that will be enabled by default.
The button is connected with a laser activated by default and pointing at a receiver even connected to the final item. So pressing the button inverts the state of the laser, which inverts the state of the target.

https://cs2bus.com/sharedfiles/filedetails/?id=76833448 and also: Portal 2 Puzzle Maker/Logic Gates

Other systems
-Automatic mechanism: hidden (or not) system, where the player does not intervene directly, using moving items (Often with rail platform cutting lasers) to generate "effects" in a map.

-Delay: system inserting a time delay between an action on a trigger and the activation of the receiver. These systems typically use a button hit by a falling cube or brought by a funnel, actions which take time.

-Count down: simulates the release of a pedestal button with timer (limited duration). For example to spray gel "some time" or to turn on a "persistence" system.
https://cs2bus.com/sharedfiles/filedetails/?id=1256850028
-Random generator: system acting unpredictably on different receivers. It is for example the position of a hidden moving cube that will be taken into account when the player triggers the system.

-and so on...

Links related to systems
Examples of maps with many mechanisms:
http://cs2bus.com/sharedfiles/filedetails/?id=95354929 http://cs2bus.com/sharedfiles/filedetails/?id=77595382 A collection bringing together many maps with systems: http://cs2bus.com/sharedfiles/filedetails/?id=76666950
Other maps here: workshop of cyron43
and here: workshop of N_Sunderland
and: http://cs2bus.com/sharedfiles/filedetails/?id=109237920
Video of a system tested: https://www.youtube.com/watch?v=yJGwzykEoCE
Curiosities and glitches

In previous sections, glitches have been reported about portals or various objects. Others on the interaction between various elements are presented here.
Warning: If you exploit glitches and bugs, they can be corrected by an update of Valve via Steam without notifying you... It has happened that maps become infeasible because of that!
Example: the behavior of cubes in funnels was different from that of the player.
A partial correction was made at first: http://cs2bus.com/sharedfiles/filedetails/?id=90192571 See: https://developer.valvesoftware.com/wiki/Portal_Glitch_Prevention

Glitches or features?

In test mode:
-Lasers do not hurt the player when this one quickly moves on the orange gel.
-During a jump from a faith plate or traveling in a funnel, lasers do not hurt, except those vertical.
-In the editor, cubes can be placed above angled vertical panels. In test mode they remain in place on panel tilted at 60 or 90° (even the spheres that usually run by themselves), and fall from the other. With dexterity we can replace the spheres of the other panels (two on right below) without them move (easy with cubes).
If panels, connected to a button, are pulled down, the cubes destroy themselves.
-Cubes placed on a glass panel or a grating do not touch it! To simplify, the item is considered as flat and having the thickness of the border. (see below)


-When the flip panel is activated, a cube that was placed on top is either ejected or stuck according to on which part it was put.
-A cube put near the hinge of a perpendicular angled panel is "knocked down" when this one falls over, as if it was put above! (See below).
-A sphere, a franken cube or a turret are destroyed if they are put in touch with a glass or grating panel behind which is a perpendicular fizzler (see below). A shooting of portal on the line of contact makes the fizzler react like its energy crossed the barrier. It is however possible to put a franken cube or a turret on their legs on the horizontal panel without damage!
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-If a pedestal button is placed in a certain position with regard to a receiver item which is connected to him, the round sign of the chronometer does not appear, and when we click the button, the sound of counting does not occur (see below).
-If we put a light bridge on the edge of a funnel, a sphere placed above is going to rise (or to come down) while a cube remain at the height where we put it (see below).
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-There is an invisible edge on the base of the items of type platform, flip or angled panel (see below; click to enlarge).
We can jump on the basis of the item (from the staircase for example) and move horizontally and even pass on the nearby items. But arrived at the angled glass panel, as it is slightly shifted against the wall, we cannot leave it any more.
If we came to an object (from faith plates for example) and remain pressed against the wall, we are stopped by arriving at the base.
If the angled panels are 60° inclined, we slide and the edge does not stop us.


-If cubes are put on an angled panel on which there is an open portal, when we retract the panel, the portal disappears (normal) but items stay in the air! The reticle always shows two portals. Items fall if we recreate a second portal.


-The flip panel can be placed in the goo (at the bottom or edge) and then shows an error flag (invalid position; see opposite). But it did not turn red as would other items in this situation.
We can then run the map, and activate the panel. We notice during the shift that the hole of the base is filled by a wall texture.






-Sound glitch: in the opposite picture, when we pass through the portal created on the horizontal angled panel placed above the goo, a lapping is listened as if we walked in the water.







Collections, maps and videos showing glitches: https://cs2bus.com/sharedfiles/filedetails/?id=358056841 https://cs2bus.com/sharedfiles/filedetails/?id=1404746664 https://cs2bus.com/sharedfiles/filedetails/?id=238042497 https://cs2bus.com/sharedfiles/filedetails/?id=215559366 https://cs2bus.com/sharedfiles/filedetails/?id=114035661 https://cs2bus.com/sharedfiles/filedetails/?id=81098354 https://cs2bus.com/sharedfiles/filedetails/?id=75325781 https://cs2bus.com/sharedfiles/filedetails/?id=903090644 https://cs2bus.com/sharedfiles/filedetails/?id=153627807 (Edge Glitch Testbed seems not working anymore)
Advice and publication

Tips to make a good map
A map must be without weaknesses if possible, and to know well techniques and problems identified in this guide is useful for this.
It must be pleasant to test and therefore does not block the player for example.
https://cs2bus.com/sharedfiles/filedetails/?id=384089789 A discussion: How to make great maps
and these guides: http://cs2bus.com/sharedfiles/filedetails/?id=115008833 http://cs2bus.com/sharedfiles/filedetails/?id=155812535 https://cs2bus.com/sharedfiles/filedetails?id=264300097


Before publication
Once your work was ended, it is necessary to share it with the whole world, and thus to publish it on the workshop. For this, the editor menu offers a choice "Publish".

The view used to represent the map in the workshop is the same in reduction than that in the editor when we publish. It is thus necessary to direct and to zoom this view before, so that it is attractive, and readable. For a precise zoom, use the bar appearing by putting the mouse in the right edge of the screen.
Warning: If you make changes then republish, but do not delete before, otherwise you will lose the entire history (comments, votes and links to this map).
If you modified the description at the level of the workshop, it is necessary to copy out the text before republishing. And the writable text in the editor is more limited in size and does not accept accents unlike the one in the workshop!
Publish his map (possibly in private mode) before it is completely ended has two advantages:
-use of F6 and F7 keys to backup and restore during the test.
-be able to create and play a recording of "demo" (see farther).
Glitches: sometimes a map to which we subscribes disappears from our list; nobody in fact can more subscribe to it. It is then necessary that the author republishes it.
It can also happen that the republication creates a new entry in the workshop instead of putting an update; see this guide: http://cs2bus.com/sharedfiles/filedetails/?id=142353952


Workshop decoration
To decorate your workshop, you can add screenshots or videos made during the game, without revealing (too much) the solution, or any other image.

Screenshots
The key that takes screenshot is configurable in keyboard options, or in Steam parameters. The pictures can then be sent directly to the workshop. But it's better to get back them to retouch. For that purpose, in exit of Portal, a window appears to propose to open the folder where they are stored.

The Console commands
The Console commands is a window allowing to enter system commands recognized by the game engine during a play.
It is activated by pressing a hotkey (configurable in the advanced keyboard options). The Escape key allows to return to the game.
A very useful command to test a map in development because she allows "to fly" everywhere: sv_cheats 1, noclip [Enter]
List of Developer Console Commands
The command "bind" allows to assign a command to a key for more easy activation.
Documentation for bind.

Demos recording
A demo is a file that contains a recording of a sequence of play as commands and not in pictures.
We can play this demo in the game to see again the sequence, like a video but with the current configuration of the game on which it is played.
In addition, a demo file is much smaller than a video, but you must subscribe to the map (published on the workshop) to be able to play the demo.
On the other hand if the map is changed, the demo may no longer be valid (blank screen).
Shift F2 : opens a window "Demo Playback" to manage demos, but with me a Load file crash Portal!
Demo Recording Tools
Console commands to record a sequence of play:
record <name> : starts recording a name.dem file as soon as you come out of the console (Escape key).
stop : stop the recording of the file which is then in Steam\steamapps\common\portal 2\portal2\.
playdemo <name> : plays name.dem demo (the .dem file must be in the backup folder).
stopdemo : stop the demo (before the end).
Tutorial Demo Tools - Recording and playing

Videos recording
Console commands to record a video:
startmovie <name> avi : start the record of name.avi file.
endmovie : stop recording the file which is in \Steam\SteamApps\common\portal 2
This method does not always work well (sound problem, empty file, ...)
The other method is to use a video capture software.
It can be also easier to record a demo first, and when it is satisfactory, to play it while recording it in video (after adapting the definition of the screen).
Demo Video Creation
See also this guide: http://cs2bus.com/sharedfiles/filedetails/?id=154183949#98362


Your map is now added on top of the Portal Steam Workshop! ... and quickly repressed a few pages farther by the new maps ever published by other developers from around the world!

The problem with this store is its success. So how make your map tested by the others?
Solution 1, self-promotion: post a comment (or not) on the map of another guy and take advantage of it to add a link to your own maps -> this is poorly viewed.
Solution 2: Put in the description a tag #F4F, abbreviation of Follow for follow (or Feedback for feedback), which means roughly, if you test this map, I test one of yours.
Solution 3: be a member of a group to test maps within a small community.
See Portal 2 groups.
There are also the forums as:
Thinking with portals[forums.thinkingwithportals.com] (broken)
Steam Users Forum

Guide about evaluation: http://cs2bus.com/sharedfiles/filedetails/?id=425731057
Watch out for "Map Breakers"
Some players have "ninja" abilities and can "break" a map (avoid its normal progress and get to finish quickly) using advanced techniques such as "bunny hopping" or throwing cubes.
http://cs2bus.com/sharedfiles/filedetails/?id=1245255994 https://www.youtube.com/watch?v=JX3_KxTXkr4 https://cs2bus.com/sharedfiles/filedetails/?id=2078413062 https://www.youtube.com/watch?v=Hx3FwVZU2jw
To go even farther
The "mods"
Tens of thousands of maps were created since the provision of PeTI, the possibilities seem endless, and even new design ideas or systems are discovered...
Nevertheless we always want more, in particular elements found in the games Portal 1 and 2, but not available in PeTI.
Then some have made extensions: the mods (Modification/Module).
PeTI did not plan an opening towards "plug-ins", also the extensions have some constraints; for example they replace choices of items in the palette, or requires to modify game files.
They can also not work any more after an official update of PeTI editor.

-BEE2 version 4 beta
Allows to add/replace items and logical systems on the PeTI palette.
There are also parameters to configure the map (styles, starting and ending rooms, music ...)
See https://github.com/BEEmod/BEE2.4 (two zip to download: Application and Item Packages)
http://cs2bus.com/sharedfiles/filedetails/?id=879065525
-Ben and August’s Extended Editor (BEEMOD, Ben and Carl's Extended Editor 2) version 2 2.5 alpha
This is the ancestor of the previous mod: http://portal2backstock.com/bee2/
Additional elements are also downloadable as TeamSpen210: https://github.com/TeamSpen210/tspenAddons
Discussions: http://cs2bus.com/workshop/discussions/-1/882957083795805701/?appid=620
Download: https://github.com/BEEmod/BEE2.2/releases/tag/2.2.5

-Felix Griffin's Editor Mod (FGEMOD)
Like BEEMOD.
Obsolete.

-HMW
Much like the previous two.
Obsolete.

-Style changer
Gives a retro look to the map, as encountered in the game Portal 2.
Discussion: http://cs2bus.com/workshop/discussions/-1/882953189045851829/?appid=620
Obsolete.

Guide about mods: http://cs2bus.com/sharedfiles/filedetails/?id=125711076

Hammer
The "Hammer" editor is an external tool allowing to make maps with all the possibilities of decoration, items and behavior met in the game Portal 2.
Official tutorial : https://developer.valvesoftware.com/wiki/Category:Portal_2_Level_Design
It is possible to transfer a map made with PeTI to continue it in Hammer but not vice versa.
See this three guides:
http://cs2bus.com/sharedfiles/filedetails/?id=122711831 http://cs2bus.com/sharedfiles/filedetails/?id=131864864 http://cs2bus.com/sharedfiles/filedetails/?id=166218120

Many video tutorials: http://www.tophattwaffle.com/tutorials/

Video to make items for use with Puzzle Maker + BEEMOD: http://cs2bus.com/sharedfiles/filedetails/?id=635174646
A guide to begin with Hammer:
http://cs2bus.com/sharedfiles/filedetails/?id=251265571
A series of guides: http://cs2bus.com/sharedfiles/filedetails/?id=668125032
To go further with Hammer: http://cs2bus.com/sharedfiles/filedetails/?id=608136553
85 Comments
Čolibri  [author] 2 Jul @ 1:06pm 
Thanks for the update LittleNinja! I haven't been mapping for a while, but I occasionally check in here to see what's going on.
I'll look into this when I have time, but I don't know when...
LittleNinja 29 Jun @ 3:52pm 
I may have just discovered a glitch related to angled panels? I don't see it listed anywhere which is a bit of a surprise. https://cs2bus.com/sharedfiles/filedetails/?id=3512354357
Čolibri  [author] 5 Jun, 2024 @ 1:45pm 
Thanks Gnarlington
Gnarlington 31 May, 2024 @ 7:20am 
This guide is amazing, more guides like this would be great! :steamthumbsup:
Čolibri  [author] 12 Jul, 2022 @ 2:04pm 
You are welcome ankeszu
ankeszu 7 Jul, 2022 @ 1:29pm 
Thank you!
Čolibri  [author] 9 Jan, 2021 @ 6:56pm 
Discovering a map using stair glitches ( https://cs2bus.com/sharedfiles/filedetails/?id=1368004183 ) made me investigate this puzzle piece again to understand what is going on. So I rewrote the Staircase chapter (Section Moving items (2) ) with more details and pictures; and I also discovered a new case: the telescopic legs can be crossed. I also updated the section Portals (2) .
Čolibri  [author] 16 Aug, 2020 @ 8:47am 
There is an invisible brush covering the stairs and protruding at the base. You can jump higher because you are then a little higher than the base of the stairs.
LittleNinja 14 Aug, 2020 @ 11:45am 
Also, I used the stairs glitch where you walk across the glass into a demo. I used it with another glitch I found myself. You jump a little extra when walking on the wall: https://cs2bus.com/sharedfiles/filedetails/?id=2197408964
LittleNinja 14 Aug, 2020 @ 11:20am 
On the glitch where you can portal through a faith plate, I saw it in a map before. It had a 1x1 room down there with a button. Any idea on how to do that? I cant get it to work.