By RPS on May 14th, 2012 at 2:00 pm.

We looked at Portal 2′s puzzle creating Perpetual Testing Initiative, a streamlined, user-friendly application for making your own Portal 2 rooms, and then cried. So instead we got Craig “Fearless” Pearson to take a look, because we knew without a doubt that no one else can create a box with some boxes in it like him.
There is a point when I’m fiddling with a level editor when the crushing weight of incomprehension finally manages to smoosh my ambition into a sad, red smear. I might have a vision, I might have a plan, but I don’t have ability to figure out how to mould the Source SDK’s four windows and icons into something more complicated than a box containing a series of smaller boxes. “If only”, I’ve thought to myself, “Valve had come up with something simpler. Something instinctive. Then I’d be able to do it.” So I’m basically claiming that this is all my idea. The Portal Puzzle Creator is a simple, instinctive map maker for Valve’s lovely game. It’s Google Sketchup in Aperture Science.

It starts in a room themed a little bit like the Portal 2 infomercial adverts, which is a wonderful little touch. The complicated machinations of Hammer have been stripped back: it all happens in one window, with the tools set into a slide-out menu on the left. You can rotate the room with the middle mouse and zoom in and out with the scroll wheel. Like I said, it’s instinctive: the room has a grid segmenting into little boxes, and every one can be manipulated: I first experimented with that, drawing a box on four of them on the wall and seeing what could be done.
Hovering the mouse over the edge of the boundary changes the cursor to a double-ended arrow. I clicked and grab the section of wall and push: it created a corridor, pushing the section back into the wall and then pulling it back in place. Then I yanked it out and created a jutting out section in the middle of the room, like Homer playing with his hospital bed: wall goes in, wall goes out, wall goes in, wall goes out.

So you can easily move the walls, creating holes, new walls, and drops. But that selection box can also be used to apply portalable and non-portalable states to the surfaces, just by right-clicking and selecting it from the drop down menu. I think that might be the key to making good puzzles: create an end-point and delete all the portalable surfaces, then work backwards.
What it doesn’t do is let you use the selected space for props. Pondering my level, I decided I wanted it to look pretty and highlighted a section of wall: I hopped over to the tool panel at the left and stared at the options there. Here are the devious devices that will make your puzzle the deadliest of all: faith plates, gel droppers, cube conjurers, stair deployers, laser emitters, etc. It also has strip lighting, which I’d hoped would fill the line along the wall, but it had deselected it. No matter what I tried, and I did it with every prop, all you can do is plop props down one at a time. Control-clicking allows you to drag a copy out, though, and you can move groups of props together in a similar fashion: selecting the volume around a group of props, which seems to need to include a section of wall, and you can move them in a group.

It means working with the Puzzle Creator can sometimes be a laborious job. I wanted to create a line of cube droppers, so I could have each cube drop into an aerial faith plate. My idea wasn’t puzzle based, but an attempt to use it to make the boxes dance along the corridor, each hitting a faith plate and launching onto the next one. The idea was sound, but implementing it meant these steps: selecting the space for each cube dropper, selecting the space for each cube’s corresponding faith plate and setting its direction and bounce height, doing the same for the second set of plates, the third and the fourth. Now admittedly I wasn’t actually making a puzzle, but it exposed a few counter-intuitive aspects of the editor.
But it also delivered a few surprises. Right-clicking on the cube-droppers allowed me to manipulate a number of states: whether the cube drops instantly, or if I could have it player controlled. I dropped a button into the world and attached all the droppers to that one button, and to my joy pressing it dropped five of the friendly boxes at the same time. But this sort of silliness doesn’t deliver a workable puzzle, or magnificent, gorgeous Portal 2 level. While it has an inherent charm, but there’s a lot of missing elements: you can only make basic looking test chambers, with no overgrown GLaDOS chambers or Cave Johnson themed backdrops to play with, and no co-op puzzles. It’s not a big problem, and you can export maps to the full Portal SDK to add those creative sloshes, but I’d hoped it would mask my lack of creativity in the puzzle department: when all you have is puzzle props and pretty physics, you have to make a really compelling challenge.

What I made wasn’t terribly compelling, but it when I set it up and solved it, it scratched at itch somewhere. I might add to it, as it took five minutes from forming in my head to completion, but it goes a little something like this: I put a faith plate at one end of a long room and another, each on a two block pedestal. They’re facing each other and anything fired from one would land on the other and be launched back. I dropped a cube on one plate and it set-up a game of cube tennis between the two. At right angles to that back and forth, on opposite sides of the room, I placed two more faith plates, although they’re not aimed at each other, but at a square one block over. A button that you activate with a cube is hooked up to the doorway. In order to defeat this awful, sub-Wheatley challenge you need to time your leap from the faith plate to grab the perpetually tossing cube. It’s awful, it’s tutorial-level puzzling, hell it doesn’t even use portals. But it’s mine and I’m more proud of it than you can possibly imagine.
Not proud enough to upload it to the Steam Workshop, mind. That’s the most amazing thing about this DLC: Uncy Gabe has done something rather remarkable and taken a game with a limited longevity and given us the facility to keep puzzling with our own work. You just tell the game to send the map to the workshop, name it and write a description and it does the compiling, uploading, and tagging.
Give it a try – it’s free – and share creations in the comments below. If they’re amazing, we may put together an RPS mod collection and we can all boast.




14/05/2012 at 14:16 djbriandamage says:
It’s quite a nice UI. Reminds me of the architecture tools in The Sims. It’s relatively intuitive.
My only wish is for quicker loading times. You have to “compile” (or something) your map before you can jump in and play test and that takes more than several seconds. This is a bit of a disincentive when it takes only a moment to make a small tweak but 20 times as long to make it playable.
Just when I think I’m getting pretty comfortable at the tool I play some brilliant user-created content like 12 Angry Tests and lose my drive to continue. There are obviously far smarter designers than I out there.
-edit-
Apparently 12 Angry Tests were made with Hammer and not the new level builder.
http://steamcommunity.com/sharedfiles/filedetails/?id=68540239
14/05/2012 at 14:40 EhsanKia says:
It is indeed unfair to compare to 12 Angry Test. That map was probably in production for many months in hammer before this editor even came out.
While I agree with the compile time issue, that’s a limitation of the Source engine they can’t do much about. I do believe it might be possible to avoid compiling when only entities are modified though (such as faith plate settings or button time). I also believe it is possible to avoid compiling light/shadows, which makes the map ugly and hits the framerate, but it could be useful for quick testing.
15/05/2012 at 02:29 yoansug says:
http://gw2wvw.com/main/2b-2b-guild-wars-2-sexual-dimorphism/
Heh, Boobs then Wife aggro too :D
14/05/2012 at 15:16 Sparkasaurusmex says:
Yeah my only complaint is that the SDK maps are listed in Steam Workshop in the same place as the editor maps. When I went to look for some creations the top maps are using art and stuff that isn’t available in the editor. I just want some simple but challenging puzzles created using only the editor (so they are on the same level as my maps, tool-wise).
14/05/2012 at 16:23 Clavus says:
It’s easy to identify the maps created with the puzzle designer though, they always have the editor screenshot as thumbnail.
14/05/2012 at 18:51 Sparkasaurusmex says:
That is true. I guess my complaint isn’t that I can’t find the maps, but I would like to sort by rating and have the list only return editor maps, not Hammer maps.
…I never thought I would say something like that.
14/05/2012 at 19:00 pangaway says:
There is a checkbox that lets you filter out maps with a custom story or 3D elements. That should give you all Hammer made maps if you want only those.
14/05/2012 at 19:02 Sparkasaurusmex says:
Yep. That’s perfect. I just needed to look harder. Thanks!
15/05/2012 at 02:44 mnxzicun says:
I think that the puzzle game is also great! 3D Puzzle Big Ben Building the Model Card, Kit http://x.vu/321244
14/05/2012 at 18:54 LionsPhil says:
12 Angry Tests is brilliant. It’s like Portal 2.5 and you’d have to be mad as a bag of amorous ferrets to not play it.
I’ve asked for unlit builds, but that’s just one post blowing in the tremendous wind of the Steam forums. It seems there’re also some weird performance spike bugs for some people where it takes forever even on simple maps.
14/05/2012 at 19:09 wicko says:
“You have to ‘compile’ ”
Welcome to game development :/
14/05/2012 at 14:20 konrad_ha says:
When (or if) they add 2-Player levels, this will be the best thing ever.
14/05/2012 at 14:39 delusionsofnoir says:
That would be awesome!
14/05/2012 at 14:41 EhsanKia says:
From what I heard, it is coming. The logistics of testing are a bit more complicated because you often need a partner in there with you, which is why it is taking longer, and since they didn’t want to delay this any longer, they apparently just let out the single player for now so people can get started.
14/05/2012 at 14:23 Scandalon says:
I too found it nice, but a bit too scaled back. As dj alluded to, working within contraints is sometimes the best catalyst for creativity.
Also, let’s create an RPS collection no matter if they’re, no especially if they’re a bit shite. Bitpunk and all that.
14/05/2012 at 14:26 delusionsofnoir says:
I knocked this up in ten minutes or so of playing with the editor:
http://steamcommunity.com/sharedfiles/filedetails/?id=68476714
14/05/2012 at 14:28 thegooseking says:
As we talked about briefly in the forums, there are shades of Cube / Sauerbraten about how the whole thing works. It’s definitely easier to use than Cube (though also a bit more limited, though though also more polished), but the basic idea of the actions you perform is very similar.
It’s definitely a lot of fun, but what I really look forward to seeing is the jokes people end up telling with it. It is, after all, a Portal 2 map creator, so I want to see maps that are funny.
http://steamcommunity.com/sharedfiles/filedetails/?id=70442797 is my first attempt, though, yeah, that last bit could use a rethink. I even included [RPS] in the name so people on RPS could find it, but apparently the search isn’t that good.
14/05/2012 at 18:55 LionsPhil says:
The thing it really lacks vs. Sauerbraten is not needing to rebuild every time; only when you want to re-light it. But unfortunately Sauerbraten’s octree-based engine was kind of built to do that from the ground up, where this is all stil Quake 1 BSP underneath AFAIK. :/
Also changing the grid size.
14/05/2012 at 14:39 Radthor Dax says:
Here are some of my creations!
http://steamcommunity.com/id/radthordax/myworkshopfiles/
14/05/2012 at 14:48 RealoFoxtrot says:
Well, i know that i am very interested in seeing how people make maps for the Razer Hydra: http://sixense.com/forum/vbulletin/showthread.php?3912-Portal-2-community-Hydra-maps
My own is not a great one but is here: http://steamcommunity.com/sharedfiles/filedetails/?id=71185402
14/05/2012 at 17:34 Rob Maguire says:
Probably not very well, since the editor can’t compile maps if you have the Sixense DLC installed (it gets the directories confused, though this might have been fixed in the last patch). That was fun to figure out.
14/05/2012 at 14:48 m3metix says:
Here is my first puzzle:
http://steamcommunity.com/sharedfiles/filedetails/?id=71884880
It’s pretty simple and short, but maybe there’s a small amount of fun there. Enjoy!
14/05/2012 at 14:58 stahlwerk says:
All these level editor shots make me think of a third-person, maybe turn-based, portal puzzle game. Which I’d like to play, incidentally.
14/05/2012 at 15:06 ckpk says:
http://steamcommunity.com/sharedfiles/filedetails/?id=71444679
Unlocker, my first attempt. A short puzzle of unlocking the main room, I’m aiming to have a bit more of a portal 1 feel (i.e. there’s for thatn 4 portleable walls per level)
14/05/2012 at 15:09 Fringe says:
Here’s my second, more competent bash at the editor:
http://steamcommunity.com/sharedfiles/filedetails/?id=68656556
I’d love some feedback if you fancy playing it
14/05/2012 at 15:17 Sparkasaurusmex says:
I’ve uploaded 2 maps so far. Short and simple, but hopefully not too easy- please play! Feedback appreciated.
http://steamcommunity.com/profiles/76561197969836448/myworkshopfiles?appid=620
14/05/2012 at 15:32 megalosaurus says:
Only had time to make one map so far.
http://steamcommunity.com/sharedfiles/filedetails/?id=71577347
It may look simple but it should prove slightly more challenging…
14/05/2012 at 15:39 desperado28 says:
well i been working on this one for a long time, it’s quite long and challenging, give it a shot and a little feedback wouldn’t hurt dudes.
http://steamcommunity.com/sharedfiles/filedetails/?id=71313274
14/05/2012 at 21:19 Bungle says:
How did you get so many subscribers?
14/05/2012 at 15:44 Arcade Fiction says:
ooh, ooh, I want to share mine.
Pit and Pendulum – http://steamcommunity.com/sharedfiles/filedetails/?id=71480925
Hop-Frog – http://steamcommunity.com/sharedfiles/filedetails/?id=71623043
As advertised they are inspired by the works of Edgar Allan Poe, but secretly my muse was RPS (don’t tell anyone). You can leave feedback here: http://forums.steampowered.com/forums/showthread.php?t=2700798
I hope I make it into RPS’ fancy mod compilation thingy :)
14/05/2012 at 15:53 kael13 says:
I’ll be trying out each puzzle everyone has posted when I get in from work. Sounds like a fun thing to do before Diablo goes live tonight.
Here’s my own contribution:
http://steamcommunity.com/sharedfiles/filedetails/?id=70827107
I’d like to add that it would be nice to have indicators on where to start in your puzzle, like those 1dot, 2dot, 3dot icons in the campaign.
14/05/2012 at 18:49 Sparkasaurusmex says:
You can use the light bars to create numbers: | || ||| ||||
15/05/2012 at 04:01 GreatGreyBeast says:
I’m doing the same. No fair asking people to play my map if I don’t play theirs. Besides, there’s such an incredible deluge of new workshop content I don’t even know where else to start. PeTI is clearly going to keep me busy for a LOOOOOOOOONG time..
14/05/2012 at 15:55 Grey Ganado says:
I get the feeling I have to post my creations here:
http://steamcommunity.com/id/greyganado/myworkshopfiles/
14/05/2012 at 16:06 InsanityBringer says:
Just out of curiosity, can the resultant map be edited in Hammer a bit to do detail tasks beyond the capabilities of the editor (making Portal 1 styled recessed lighting strips comes to mind, if you’re in to that kind of thing) and the result can still be put onto Steam Workshop and everything? I certainly like this editor idea, but not being able to do things like that would make it ever so slightly just kind of very less appealing to me.
14/05/2012 at 16:51 celozzip says:
yes it can. hammer has it’s own publishing program to send maps to the steam workshop. maps made 100% in hammer need to be altered as well to be compatible with the workshop.
14/05/2012 at 16:55 Technofrood says:
You can open the maps in hammer, although I believe you can’t reopen them in the new editor after making changes. Also as far as I am aware publishing them to the workshop requires using p2map_publish.exe and following theses guidelines http://www.thinkwithportals.com/puzzlemaker/workshop_compatibility.php
14/05/2012 at 18:07 InsanityBringer says:
Alright, that’s good to know. Doesn’t seem to take much to get a hammer-made map working with Steam Workshop.
I went ahead and ran the exporter to play around with a simple map, and I must admit that while I’m very happy the feature is present, I’m a little sad how messy the resultant VMT is. It’s still quite workable with a little editing though, and this allows me to have the control I like.
14/05/2012 at 16:20 doctorpollo says:
I made my Tennis Match puzzle last week and was blown away by how quick it got downloaded by people. In the first half an hour I got 100 subscribers or so, then it slowed down to a halt around 200. You can check it out here http://steamcommunity.com/sharedfiles/filedetails/?id=70795526
14/05/2012 at 16:34 GreatGreyBeast says:
For something a little more high concept, here’s my take on King Kong:
http://steamcommunity.com/id/greatgreybeast/myworkshopfiles/
14/05/2012 at 16:43 Bettymartin says:
I made this.
http://steamcommunity.com/sharedfiles/filedetails/?id=71838154
14/05/2012 at 16:57 DizzyCriminal says:
http://steamcommunity.com/sharedfiles/filedetails/?id=71241112
Here is a map I made, Im rather proud of it.
Im loving the editor, I can’t wait to play around with it some more.
14/05/2012 at 17:01 tarret says:
I did a couple maps which I’d like to share with anyone who is interested.
http://steamcommunity.com/id/Voconathem/myworkshopfiles/
14/05/2012 at 17:46 SpakAttack says:
Here’s my best effort so far:
http://steamcommunity.com/sharedfiles/filedetails/?id=71564012
14/05/2012 at 18:41 kregg says:
I made just one, but I think it’s the best <3
http://steamcommunity.com/sharedfiles/filedetails/?id=71597481
Of course, you don't have to play it. You can frown at the map instead. And then I'll </3
14/05/2012 at 18:59 LionsPhil says:
This is my first serious shot at a proper puzzle, and people seem to be generally positive:
http://steamcommunity.com/sharedfiles/filedetails/?id=68598628
And here is a DRAGON. Because DRAGON:
http://steamcommunity.com/sharedfiles/filedetails/?id=68679721
(That one takes for-freaking-ever to compile, which made it a real nightmare to tweak.)
14/05/2012 at 19:01 Sparkasaurusmex says:
Cool, I’ve got my queue set up with all these maps on this page. Only have an hour to play, though :( I’ll get through them eventually.
14/05/2012 at 19:31 awickedone says:
http://steamcommunity.com/id/Yankeesrule/myworkshopfiles/ Here’s mine, features some very creative and compelling names….
They’re not that challenging, but they work and playground is just a place to mess round not an actual puzzle or anything resembling one.
14/05/2012 at 19:50 ajewers says:
The three maps i’ve been working on: (I’m hoping to form a series)
http://steamcommunity.com/sharedfiles/filedetails/?id=71885130
http://steamcommunity.com/sharedfiles/filedetails/?id=71949443
http://steamcommunity.com/sharedfiles/filedetails/?id=71998940
Not super difficult, but i chucked in a little gimmicky feature i’ve not seen elsewhere :)
14/05/2012 at 20:27 Lemming says:
Here’s mine!
http://steamcommunity.com/sharedfiles/filedetails/?id=72008178
14/05/2012 at 20:54 Bungle says:
Here is a video I made to show off some of the timer concepts I’m working with:
http://www.youtube.com/watch?v=zYKsr3-GHYs&hd=1
A link to my workshop:
http://steamcommunity.com/id/mrbungle/myworkshopfiles/
I’m currently obsessed with automation. I make forcefield-based timers to run automated “scripts” in the background. All of this can be done with the in-game editor and it is very reminiscent of Minecraft and all the people that built computers inside the game using game assets. Very fun.
14/05/2012 at 20:59 626 says:
I’m loving the editor so far, have a couple available.
Would very much like some feedback… tried to create a good mix and provide a challenge.
http://steamcommunity.com/id/invoke/myworkshopfiles/
Gonna have a go at the levels posted above.
14/05/2012 at 21:09 miiqq says:
http://cdd.me/1sw
14/05/2012 at 21:41 Charcoal says:
I whipped up three little ones on Saturday: http://steamcommunity.com/id/charcoal/myworkshopfiles?appid=620
14/05/2012 at 22:11 satsui says:
I’ve been working on a collection;
http://steamcommunity.com/sharedfiles/filedetails/?id=68685138
http://steamcommunity.com/sharedfiles/filedetails/?id=71628627
14/05/2012 at 23:50 I am Grand says:
This is my first stab at it from the other day :)
http://steamcommunity.com/sharedfiles/filedetails/?id=71066489
15/05/2012 at 01:03 yesterdayisawadeer says:
One of my first puzzles. Someone even liked it already, yay!
http://steamcommunity.com/sharedfiles/filedetails/?id=71742943
15/05/2012 at 01:08 VelvetFistIronGlove says:
I’ve also made a couple of puzzles: http://steamcommunity.com/sharedfiles/filedetails/?id=71547261
There will be more to follow!
15/05/2012 at 04:36 Odessa_Cubbage says:
You guys should all add #rps to your map description fields so that all these maps can be found easily in the Workshop with a text search.
15/05/2012 at 07:43 PuffTheMagicDragQueen says:
The editor is great, really a lot of fun. Only built one published map so far, and finally registered an account on RPS after all this time of lurking. Of course it was for shameless self promotion :P http://steamcommunity.com/sharedfiles/filedetails/?id=71602908
15/05/2012 at 08:51 p.law says:
I instantly went on a constructing spree as the new ingame-editor was relesed. I’ve worked with hammer before this, and I love the new simplified editor.
Here are the test chambers I made so far:
http://steamcommunity.com/profiles/76561198015115803/myworkshopfiles/
15/05/2012 at 12:31 Bungle says:
I made seven basic logic gates out of in-game materials (NOT, AND, NAND, OR, NOR, XOR, XNOR). The first three are made from pressure switches, the next two are made from lasers and laser relays, and the final two are made from force fields, weighted cubes, and pressure switches. I laid them out so you can see how the switches work.
http://www.youtube.com/watch?v=d1q72nf8oF0&hd=1
http://steamcommunity.com/sharedfiles/filedetails/?id=72085325
15/05/2012 at 14:21 p.law says:
Awsome, I was missing components in the editor to create logics with OR and XOR gates. Now I know how to emulate them. New possibilities ahead ;)
Thanks, Bungle!
15/05/2012 at 14:14 Arcade Fiction says:
Okay, I had some very witty commentary about my maps, my inspiration, and my hopes/dreams to be a part of a possible RPS compilation. Unfortunately my comment was sent to moderation limbo from which there is seemingly no escape. So I will re-post a link to my maps, this time with 66% less links, and hope it makes it through.
Edgar Allan Poe inspired test chambers – http://steamcommunity.com/id/ArcadeFiction/myworkshopfiles/?appid=620
16/05/2012 at 00:26 The_Jomas says:
Here’s my best test. It’s made up of three test chambers combined around a central hub. I wanted to make it like the chambers near the end where multiple chambers were smashed together, unfortunately the PeTI doesn’t let me do that, so I combined them in other ways. I spent a good bit of time on this test and I’m happy with how it turned out:
http://steamcommunity.com/sharedfiles/filedetails/?id=71713161
16/05/2012 at 12:48 afarrell says:
Eh. If there’s one company where the fans absolutely can’t compete with the resources and attention to detail, it would have to be Valve.
17/05/2012 at 13:10 Mr. Nice Guy says:
We can try. :)
16/05/2012 at 15:04 foilman says:
I’m enjoying playing around with the editor, and playing some of the community maps. I haven’t had much time to work on creating a puzzle, but I’ve made something that I quite like. It’s a bit sprawling and perhaps random but has a few challenges in it.
http://steamcommunity.com/sharedfiles/filedetails/?id=72161098
17/05/2012 at 13:09 Mr. Nice Guy says:
Oh hi – here’s a map for you, Fun Floating with Frankencubes. Pretty much what it says on the tin – but you get to kill turrets with blue gel MAKE THEM DIE MAKE THEM DIE MAKE THEM DIE MAKE THEM DIE MAKE THEM DIE MAKE THEM DIE MAKE THEM DIE MAKE THEM DIE MAKE THEM DIE MAKE THEM DIE MAKE THEM DIE MAKE THEM DIE MAKE THEM DIE MAKE THEM DIE MAKE THEM DIE MAKE THEM DIE
http://steamcommunity.com/workshop/discussion/882949475708736360/?appid=620
So yeah. Feedback is much appreciated. :D Thanks.