nyuuzyou/wikis huggingface dataset:
Portal 2 Puzzle Maker/Cube

Cubes are a testing element in Portal puzzles. Common uses of Cubes include weighing down Buttons, blocking Lasers, and knocking over Turrets. The Portal 2 Puzzle Maker includes 4 types of cubes: Weighted, Companion, Edgeless Safety (Sphere), and Franken. Each of these cubes, when placed, creates a Cube Dropper above it automatically. After adding a cube, the dropper can be safely deleted without losing the cube itself.
== Varieties ==
* Weighted Storage Cube
** Standard Aperture Science weighted storage cube
* Companion Cube
** Pink variation of the weighted storage cube, with heart iconography replacing the Aperture Science logo. In official levels this cube is used to signify that the player will use it multiple times and should bring it with them, however it has no special properties when compared with the weighted storage cube.
* Reflection Cube
** Used to redirect lasers. Can also keep buttons pressed, block turret fire, etc. just like a regular cube.
* Edgeless Safety Cube
** Also known as a Sphere, the edgeless safety cube can be used to activate Sphere Buttons. As it is spherical, it tends to roll when not resting on a button.
* Franken Cube
** Resembling two turrets fused with a weighted storage cube, the Franken Cube will hop in a straight line forward if placed upright. If placed on a different side, is being held, or if it has been placed on a button, then it has no special properties when compared with a weighted storage cube.
== Item Properties ==
Entity Cost: 4 (for all types)
* Cube Type
** Turns this cube into the selected type (Standard, Companion, Reflective, Sphere, Franken)
* Dropper Enabled
** If checked, a Cube Dropper of the selected type is automatically placed on the ceiling above this cube
* Auto-drop First Cube
** If checked, the Cube Dropper will automatically drop a cube upon beginning the level
* Auto-respawn Cube
** If checked, when the associated cube is destroyed, the dropper will drop a new one without needing to be activated
== Connections ==
Connections only apply to the Cube Dropper, connections cannot be made to a cube itself.
An active connection will fizzle the current cube, and cause a new one to drop.
== See also ==
Reflection Cube
Category:Portal 2 Puzzle Maker/Supports Connections
Portal 2 Puzzle Maker/Deadly Goo

Deadly Goo is a hazard used in Portal and Portal 2. Falling in Deadly Goo will kill the player in a few seconds. It will also destroy any physics objects in a similar way to an Emancipation Grid.
== Item Properties ==
Entity Cost: 1
Note: entity cost is per pit, regardless of the size of the pit.
This item has no properties to set.
== Placement ==
Deadly Goo can only be placed in a sealed pit containing no other items (exceptions are the Piston Platform, which can be placed in a Deadly Goo pool of 1 block depth, and the Track Platform, which can be placed so only the arm is submerged, as well as angled panels on the edges of the pit). Dragging the icon into an area will instantly fill that area with Deadly Goo. Dragging the icon up or down can increase/decrease the depth of the pool. It is recommended to make your pits at least 2 blocks deep.
== Bugs ==
Placing two separate pools of Deadly Goo on separate levels in such a way that any part of one is directly above another will cause a bug where the space between the two pools has the Deadly Goo effects (killing the player and fizzling objects), though this will be invisible to the player. Designers encountering this bug are advised to either rearrange the level so that the pools do not overlap, or to replace one of the pools with a Laser Field.
Portal 2 Puzzle Maker/FAQ

== General ==
====Will the Puzzle Maker be made available on the XBOX 360 and PS3 versions of Portal 2?====
For now, the editing in Puzzle Maker and consuming puzzles via the Portal 2 Workshop will be for PC and Mac versions only.
== Testing ==
====Why can't Turrets shoot through portals?====
This is intentional and by design. During the game's development, turrets could shoot through portals. This led to several bad experiences where playtesters would place a portal and then instantly get mowed down by bullets from an unseen direction. It often wasn't clear to players that it was a result if something they had done, and it really interfered with puzzle-solving. Changing it so that turrets can't shoot through portals helped a lot, and allowed for better puzzles in general.
Note: If you want turrets to shoot through portals, open up [Steam]/steamapps/common/portal 2/sdk_content/maps/instances/p2editor/turret.vmf in a text editor, find the turret object, and change the "AllowShootThroughPortals" value from 0 to 1.
== Publishing ==
====When you edit a published map and save it, does that update the published version?====
No. When you make changes to an already published map, those changes are local-only. (The word 'Published' gets a little star next to it to indicate that what you have is out of sync.) To make the changes live, you must re-publish.
====Is there was a way to tweak and update published maps without having to delete and re-publish?====
Yes. Just go to the Puzzle Maker, open the map, edit it, save it, and click publish. This will update the map and keep all of the ratings, comments, screenshots, etc. You can keep revising this way. Deleting a map loses all that important history and information, and should be avoided unless that's what you really want.
==Hammer ==
====Does Puzzle Maker replace Hammer or make the Authoring Tools obsolete?====
The Puzzle Maker doesn't replace Hammer or the Portal 2 Authoring Tools in any way. It is meant to compliment them. Authors are free to use one or the other as they see fit. In fact, many Hammer users choose to use both.
====Can authors export chambers made in Puzzle Maker to Hammer/Portal 2 Authoring Tools?====
Yes. Puzzle Maker exports VMF format files that can be opened directly in Hammer for further fine tuning. Puzzles can be exported by opening up the console in the editor and typing 'puzzlemaker_export mapname', sans apostrophes, with mapname being the name of your map. It should be noted that when doing this you may need to open up the entrance elevator instance in your map and change the value for $no_player_start to 1 in order for the player to start in the elevator when uploaded. (Fixed, possibly?)
====How about the other way? Can you export Hammer files back to the Puzzle Maker?====
No. The export is one-way only, from Puzzle Maker to Hammer. Hammer is a very advanced and generalized tool, whereas the Puzzle Maker is totally focused on Portal 2 puzzle chambers. There's no way to easily allow Puzzle Maker to read VMF files.
Category:Valve Games
Category:Portal 2
Portal 2 Puzzle Maker/Faith Plate

Faith Plates are a testing element in Portal puzzles. When the player, or another object, touches a Faith Plate they are flung through the air toward a specific spot (marked with a cyan bullseye).
== Item Properties ==
Entity Cost: 9
* Delete item
** Deletes the Faith Plate.
* Portalable
** If checked, the surface the Faith Plate becomes a portalable white surface. If unchecked, the surface becomes a non-portalable black surface.
* Pull surface
** Moves the selected Faith Plate further into the room together with the wall/floor block behind it.
* Push surface
** Pushes the selected Faith Plate out of the room together with the wall/floor block behind it.
== Editor Adjustments ==
* The target for the Faith Plate's landing can be adjusted in the editor by dragging the bullseye icon to a different tile
* The height of the trajectory of the Faith Plate can be adjusted by dragging the yellow dot in the center of the dashed white arc
* Dragging the bullseye on top of the Faith Plate will create a vertical trajectory with a height determined by the yellow dot
Portal 2 Puzzle Maker/Flip Panel

Flip Panels are a test element of Portal 2 puzzles that on activation switch between showing a portalable or non-portalable surface.
Flip Panels can be placed on walls, ceilings and floors. They show either a white portalable or a black non-portalable surface. The color the Flip Panel starts with is changed the same way like for ordinary surfaces: either rightclicking on the Flip Panel and ticking or unticking "Portalable" or by pressing "O" or "P" on the keyborad.
In order to work, Flip Panels must be connected to another test element like a button or a laser catcher that activates them. When the connected test element is activated, the Flip Panel flips around and shows the opposite of the color it started with. When the activating test element is deactivated, the Flip Panel flips around again and shows the surface color it started with again.
== Item Properties ==
Entity Cost: 8
* Connect to...
** Opens a pointer to select a test element that activates the Flip Panel.
* Remove connections
** Shows existing connections to other test elements and allows to delete these.
* Delete item
** Deletes the Flip Panel.
* Portalable
** If checked, the Flip Panel shows a portalable white surface. If unchecked, the Flip Panel shows a non-portalable black surface.
* Pull surface
** Moves the selected Flip Panel further into the room together with the wall/ceiling/floor block behind it.
* Push surface
** Pushes the selected Flip Panel out of the room together with the wall/ceiling/floor block behind it.
Category:Portal 2 Puzzle Maker/Supports Connections
Portal 2 Puzzle Maker/Getting Started

== Introduction ==
=== Open Puzzle Maker===
Follow the following screenshots.
=== Editing surfaces ===
 
To edit a chamber surface, select one or more tiles using your mouse, then click and drag at the edge of the selection, where the resizing cursor appears. You can also use keyboard commands; press the button to pull the surface inwards, and the button to push it away.
Drag-select surfaces on different planes to select a whole volume. This volume can be resized by dragging the circular handle. While having a volume selected, press to fill it out and to carve it away.
=== Surface Portalability ===
To change surface portalability, select the surfaces you want to change and press or . This will switch between the standard white panel and the non-portable dark gray panel.
== Placing and manipulating items ==
=== Placing items ===
To open the item palette, move your mouse cursor to the far left side of the screen. This panel lists every item available in the editor. To place an item, just left click it at the item panel and move your mouse to where you want to place the item, then release the mouse button. Some items have different sorts of sliders and handles used to fine-tune their position.
 
=== Item properties ===
To edit an item's properties, right click it to bring up the item editing pop-up. Keep in mind that not all items have any settings to change.
=== Connecting items === 
To connect two items, select an item, press , then select the item you want to connect it to. To disconnect them again, right click one of the items and hit remove connections then left click the connection you want to remove
A button can be connected to multiple items and will trigger all of them at once. Connecting multiple buttons to one item, on the other hand, requires all of the buttons enabled to trigger the item effect.
== Video tutorial ==
* Watch it here
Portal 2 Puzzle Maker/Glass

Glass is a testing element in Portal puzzles. It is used as a barrier to prevent objects from passing. It extends perpendicularly from the edge of the surface on which it's placed, flush with the outer edge of that block.
== Item Properties ==
Entity Cost: 1 per square for Glass, 2 per square for Grating
* Barrier Type
** Glass: Clear, solid glass with a diagonal black crosshatch. Cannot be passed by the player or objects, and blocks turret fire (but not line of sight), but Laser Emitter beams will pass through.
** Grating: Clear mesh grating. Cannot be passed by the player or objects, but will pass portal shots and turret fire will, as well as the following testing elements:
*** Lasers
*** Tractor Beams
*** Gels
*** Light Bridges
Additionally, the player can USE items such as Pedestal Buttons, Turrets or Cubes through Grating, as long as those objects are within their normal reach. There is a bug in co-op mode where test cubes can easily be picked up through the grating if they are near enough.
== Editor Adjustments ==
* The size of the barrier can be adjusted by dragging the white arrows at the edges of the item
* Which of the four edges of the block the barrier extends from can be adjusted by dragging the round rotation handle
== Placement ==
Glass and Grating must be anchored to a fixed surface, and will display an error if the surface to which it's attached is removed. Because it occupies space on the inner edge of its attached surface, it will interfere with the placement of other items on that edge, for example, Pedestal Buttons or Light Strips.
Adjacent coplanar panels of Glass or Grating (of the same type) are automatically merged by the editor into a single seamless framed wall, regardless of how many individual "anchor" pieces are placed.
Portal 2 Puzzle Maker/Glass Panel

Glass Panels are a test element of Portal 2 that on activation will change from 0° to a specified angle such as 90°. This element can be placed on the walls, ceiling, and the floor. It can only switch between 0°, and one other specified angle: either 30, 45, 60 or 90 degrees. Glass Panels can be placed in goo (to make a retractable bridge for instance). 
== Item Properties ==
Entity Cost: 12
* Connect to... 
** Choose an input to connect the Glass Panel. Can be connected to the Button (all types), Laser Catcher and Laser Relay.
* Remove connections
** Shows existing connections to other test elements and allows to delete these.
* Angle
** Choose a deployed angle for the panel. Can be set to 30, 45, 60 or 90 degrees.
* Start Deployed
** If set, the panel will start in the deployed position. Any input triggered will retract the panel into the wall. If unset, panel will start flush with the wall and a trigger will deploy it.
* Portalable
** Has no effect on the Glass Panel.
== Limitations ==
In the Puzzle Creator the Angled Panel can only be set to be deployed or fully retracted; it is not currently possible to use inputs to switch between different angles of deployment.
Category:Portal 2 Puzzle Maker
Portal 2 Puzzle Maker/Indicator Lights

Indicator Lights are lines of small colored dots which the editor automatically generates when a connection is created between two items. They are blue when the connection is inactive, and orange when activated. In order for the editor to create indicator lights between two items, it must be able to plot an uninterrupted path along the surfaces between the activator and the target test element. If for any reason the editor cannot plot such a path, or if there are already too many connections in the puzzle, the indicator lights will be replaced by a pair of matching white symbols at both ends of the connection.
== Placement ==
Indicator lights are generated automatically by the editor, and cannot be placed, or moved directly. However, the course they take can be influenced by placing items which block them, such as Light Strips or Goo pits. Indicator lights can be removed by selecting "connection visibility" on any testing element and setting it to "none." This is useful for cleaning up what would otherwise be an unnecessary tangling of indicator lights.
The "connection visibiliy" feature should be used with careful thought to avoid creating a confusing or unintuitive puzzle, as the indicator lights serve the important purpose of clearly showing players the relationships between testing elements.
Portal 2 Puzzle Maker/Laser Catcher

A laser catcher is a test element available in the map editor. Similar to a button, the catcher can be used to activate other items present in the test. The catcher is activated when a laser comes into contact with it's receptacle, which is possible through portals or redirection cubes.
== Item Properties ==
Entity Cost: 4
* Connect to...
** Opens a pointer to select a test element that gets activated when the Laser Catcher is activated.
* Remove connections
** Shows existing connections to other test elements and allows to delete these.
* Delete item
** Deletes the Laser Catcher.
* Portalable
** If checked, the rest of the surface the Laser Catcher is placed on becomes white. If unchecked, the surface becomes black.
* Pull surface
** Moves the selected Laser Catcher further into the room together with the wall/ceiling/floor block behind it.
* Push surface
** Pushes the selected Laser Catcher out of the room together with the wall/ceiling/floor block behind it.
== Placement ==
The Laser Catcher is placed by dragging the icon from the left hand panel into the desired position in the editor. It cannot be placed on a wall adjacent to the entrance or exit or an Observation Room. The Laser Catcher's position within a tile can be tweaked by dragging the diamond-shaped gadget the appears when it is selected (five positions).
Portal 2 Puzzle Maker/Laser Emitter

The Laser Emitter is a testing element in Portal 2. It emits a laser into a room at a 90 degree angle to the wall on which it is placed. The laser can be used to activate Laser Relays and Laser Catchers. The laser can be redirected using the Reflection Cube or through portals. The laser is harmful to the player, though touching it is not immediately fatal. The laser can pass through both Glass and Grating.
== Properties ==
Entity Cost: 6
* Connect To....
** Designates an input to activate/deactivate the laser. Can be connected to the Button (all types), Laser Catcher and Laser Relay.
* Start Enabled
** Designates whether or not the Laser Emitter is active at map start. If checked, any inputs will switch the laser off.
== Placement ==
The Laser Emitter is placed by dragging the icon from the left hand panel into the desired position in the editor. It cannot be placed on a wall adjacent to the entrance or exit or an Observation Room. The Laser Emitter's position within a tile can be tweaked by dragging the diamond-shaped gadget the appears when it is selected (five positions).
Portal 2 Puzzle Maker/Laser Relay

A laser relay is a test element in the map editor. This test element is very similar to a Laser Catcher, but instead, is not attached to a wall or ceiling. The relay is placed on the floor, and a laser can pass through it. This could be useful for using the laser to enable multiple objects at once.
== Item Properties ==
Entity Cost: 3
* Connect to...
** Opens a pointer to select a test element that gets activated when the Laser Relay is activated.
* Remove connections
** Shows existing connections to other test elements and allows to delete these.
* Delete item
** Deletes the Laser Relay.
* Portalable
** If checked, the rest of the surface the Laser Relay is placed on becomes white. If unchecked, the surface becomes black.
* Pull surface
** Moves the selected Laser Relay further into the room together with the wall/ceiling/floor block behind it.
* Push surface
** Pushes the selected Laser Relay out of the room together with the wall/ceiling/floor block behind it.
== Placement ==
The Laser Relay is placed by dragging the icon from the left hand panel into the desired position in the editor. It cannot be placed on a wall adjacent to the entrance or exit or an Observation Room. The Laser Relay's position within a tile can be tweaked by dragging the diamond-shaped gadget that appears when it is selected (five positions).
Portal 2 Puzzle Maker/Light Bridge

Light Bridges are a testing element in Portal puzzles. They are a solid surface that can support the player or other objects. Despite being solid, they will travel through Grating (though not Glass). Light Bridges can be sent through portals, and can be coated in Repulsion or Propulsion Gel. Other properties include blocking turrets' line of sight to the player, and allowing portal shots to go through them. 
If placed vertically, Light Bridges will effectively become walls.
== Editor Adjustments ==
* The position of the Light Bridge within the panel it resides on can be adjusted by dragging the white diamond shaped handle. There are eight positions for the Light Bridge.
== Item Properties ==
Entity Cost: 4
* Start Enabled
** If checked, the Light Bridge will be enabled when the level begins
== Connections ==
* If "Start Enabled" is checked, an active connection will disable the light bridge
* If "Start Enabled" is not checked, an active connection will enable the light bridge
Category:Portal 2 Puzzle Maker/Supports Connections
Portal 2 Puzzle Maker/Light Strip

Light Strips are a source of light in the game Portal 2. They can be used to better illuminate and detail a test chamber, and will block the path of indicator lights. In the editor, light strips can be placed in both horizontal and vertical configurations. Light strips are guided by 4 rows and columns while being placed on a wall surface. They cannot intersect with other objects extruding into the same wall surface, including other Light Strips perpendicular to them on the same surface.
== Item Properties ==
Entity Cost: 3
This item has no properties.
Portal 2 Puzzle Maker/Observation Room

Observation Rooms can be placed on walls in the Portal 2 Puzzle Maker. In theory, they would allow Aperture employees to monitor the tests in progress, but in the editor they only serve as a light source.
== Large Observation Room ==
In the editor, a Large (256x128 units) Observation Room is always added when creating a new chamber. This item cannot be deleted, it is a required element (along with the entrance and exit door). This default large Observation Room contains a projected texture, emitting bright, shadow-casting light that can be used to enhance the visual effects in the chamber.
Because the Observation Room uses space behind the wall it is placed on, other elements that would be sunk into the wall (a Laser Emitter for example) cannot be placed in the direct vicinity of the Observation Room. The space needed behind the wall is one additional block on each side of the Observation Room. So the 256x128 default Observation room needs 512x384 units of space behind the wall, as well as 256 units in total in depth behind the wall.
==Small Observation Rooms==
Entity Cost: 2
Small (128x128 units) Observation Rooms can be added to the map using the item palette. Unlike the Large Observation Room, more than one small Observation Room can be placed in the map. They are used to provide a good source of light along with the Light Strip.
Like the Large Observation Room, Small Observation Rooms use space behind the wall they are placed on. They occupy 384 units in width and height and 256 units in depth.
Portal 2 Puzzle Maker/Piston Platform

Piston Platforms are testing elements in Portal 2. They move vertically in 128 unit increments, up to a limit of 512 vertical units. Piston Platforms can be placed in goo (to make a retractable bridge for instance). When retracting, cubes or the player will be destroyed if they are caught under the Platform. If no inputs are added, the Platform will move to the second position when the player stands on the top surface.
== Item Properties ==
Entity Cost: 44
* Connect to...
** Opens a pointer to select a test element that activates the Piston Platform.
* Remove connections
** Shows existing connections to other test elements and allows to delete these.
* Delete item
** Deletes the Piston Platform.
* Portalable
** This will not affect the map in any way.
* Pull surface
** Moves the selected Piston Platform further into the room together with the wall/ceiling/floor block behind it.
* Push surface
** Pushes the selected Piston Platform out of the room together with the wall/ceiling/floor block behind it.
== Editor Adjustments ==
*The height the platform raises to can be adjusted by dragging the arrow above the platform up and down.
== Limitations ==
*The raised height of the platform cannot be altered from the value set in the editor via inputs.
*Be wary of exceeding the item limit when using Piston Platforms--they consume the most entities of any testing element.