STEAM GROUP
Portal2 Level Creation Group P2LC
STEAM GROUP
Portal2 Level Creation Group P2LC
0
IN-GAME
8
ONLINE
Founded
10 September, 2013
Language
English
Showing 21-30 of 45 entries
26
PeTI M08`15: Triplets (Won by:Camerson1313)
Alright, I've spent the last few days contemplating ideas for the next contest, journeying across the vast expanses of my mind and through the perilous sea of endless possibilities to the far reaching corners of the universe to come up with it. Or maybe I just made all that up. But in any case, the next competition is something I think has a bit more freedom than this one, but may actually be harder to understand or implement. The theme is "Toggle."

LONG DESCRIPTION ALERT

Create a map with at least TWO systems of toggling, where part of the puzzle must be solved with the toggle in the ON position, and part of it must be solved in the OFF position. The toggle systems are not required to entertwine with each other, although they can if your puzzle calls for it. There are two sides to this: mechanisms you can toggle WITH, and elements that can BE toggled. Mechanisms include the obvious things like toggle pedestal buttons, regular pedestal buttons connected to invisible toggle logic, life form and cube sensors, flux fields, and buttons and laser catchers. However, it can also include things like two buttons/ catchers/ sensors/ flux fields connected to two separate items, but ONLY IF it acts as an alternative to a single one controlling both. Like, say that the solution requires lifting a cube off a button with a funnel to disable a fizzler, then placing it back on to disable a different one. The same thing could be achieved if there were two different buttons and the cube is carried off one and dropped onto the other. So it's the logic behind it, not the amount of items. I should also clarify, each toggle mechanism does NOT have to be connected to two or more items; it can be just one, the only thing I meant was that if you use two buttons, flux fields, etc,, it must FUNCTION the same as if were just one connected to both. So in that case is must be connected to two or more, but that's the only scenario. Even more clarification: imagine a test with a weighted button connected to only one fizzler (and probably other items, but ignore that for this). You place a cube on the button, therefore putting it in the ON postition (yes it's the ON position. although the fizzler turns off, it's the MECHANISM that's activated, which is what counts) allowing you to traverse a new area, place a portal somewhere, etc. Then you remove the cube to use somewhere else, putting it in the OFF position. The catch is that if you choose a single object to toggle, you must USE THE TEST ELEMENT as part of the solution. So here, so would have to use the fizzler to destroy and respawn the cube or something. That's why it would be better to stick with other elements like funnels or light bridges. However, if the button were connected to TWO fizzlers, you would NOT have to use it during the button's OFF state because the other fizzler already accounts for the off position usage. I hope that makes sense.

The other side is the elements that can BE toggled. Really almost anything. Light bridges, stairs, doors, fizzlers, laser fields, lasers, gels, energy pellets, faith plates, flip panels, angled panels, funnels (polarity), and funnels (active state). The mechanism part is what really matters. If anything else needs clarification, either ask right here or in the competition questions/ discussions thread,
18
PeTI M09`15: Fourth Symmetry (Won by:Greykarel)
24
PeTI M07`15: Take your time (Won by:Josepezdj)
26
PeTI M08`15: Triplets (Won by:Camerson1313)
24
PeTI M07`15: Take your time (Won by:Josepezdj)
Showing 21-30 of 45 entries