Portal 2

Portal 2

The seven keys
35 Comments
cyron43  [author] 27 Dec, 2012 @ 6:17am 
@yavie: The purpose of this map is to demonstrate the use of a binary circuit (see my post right before yours).
I recommend you download the PDF from my DropBox account and read it WHILE you walk through the "Binary circuits explained" map and THEN you know what this here is all about. :-)
Yavie 22 Dec, 2012 @ 12:43pm 
Really clever in concept, really annoying to run it.
cyron43  [author] 22 Aug, 2012 @ 6:20am 
Final update
And for all people who want to know how to create binary circuits I made a map which explains it all in easy steps.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=90887091
cyron43  [author] 21 Aug, 2012 @ 3:59pm 
Not sure, maybe someone without beemod could try this.
About the bulge: Yep that's a remnant from the door. I simply forgot to flatten it. Thanks for pointing out. I will remove it tomorrow.
N-Sunderland 21 Aug, 2012 @ 6:52am 
By the way, I don't think you need the BEEMOD to play this map. You only need it if there are High Energy Pellets in it.
N-Sunderland 21 Aug, 2012 @ 6:49am 
Wow, the map looks really professionnal now. The only part I'd change is just a slightly aesthetic thing, which is the bulge on the ceiling in the first room. It doesn't really matter that much, you can probably leave it as it is anyways. Otherwise, the map looks great :)
cyron43  [author] 21 Aug, 2012 @ 6:22am 
UPDATE
- added an Autoportal,
- removed the backup lane because the map should be failsafe now,
- moved the NOT gates into room 1 so they are visibe to the player because this map is also an example (and mentioned as such) in the upcoming binary system tutorial.

Thanks to N_Sunderland for his great ideas and his conrtibution to improve this map. :-)
cyron43  [author] 21 Aug, 2012 @ 5:27am 
ETA: ... and another trigger at the other side of the door to reset the hold gate,
cyron43  [author] 21 Aug, 2012 @ 5:26am 
Oh I forgot to mention I tried Trigger_multiple instead of pedestal buttons but it don't work. The door slams right into my face as soon as I try to step through. So in order to get ths to work I'd have to place a hold gate behind each trigger. But anyway I guess I can remove the backup lane with implementing the autoportal. I already did the latter but the lane is still there because I didn't have the time for a complete failsafe test yet.
cyron43  [author] 21 Aug, 2012 @ 5:17am 
D'oh! Yeah I'm sorry but I have also some real life issues to care for.
But I will update it, I promise, because this map will be mentioned as example in my binary system tutorial.
N-Sunderland 20 Aug, 2012 @ 5:50pm 
So, when's this one getting updated? Guess you got so caught up working with the BEEMOD that you forgot :)
cyron43  [author] 12 Aug, 2012 @ 10:41am 
That's great, thank you! :-)
N-Sunderland 12 Aug, 2012 @ 8:44am 
Oh yeah, another thing: you could put an orange auto-portal in the button room to prevent people from getting stuck (now that I think of it, you probably wouldn't need the backup lane if you did that).
cyron43  [author] 12 Aug, 2012 @ 8:20am 
Hi Nick, I had another look at his thread yesterday and he said "in a few days".
About the triggers: Will do so, that's a good idea.
N-Sunderland 12 Aug, 2012 @ 7:33am 
I apologize for my lack of username creation skill. You can call me Nick :)

Well, as long as you're interested in visual appeal, and you're playing around with BeeMod... Why don't you replace the backup lane door buttons with triggers? You could put a trigger_multiple in front of each door, so it will open once you step in front, and close as soon as you walk through.

Looking forward to the style changer mod :) Any news on when it'll release?
cyron43  [author] 10 Aug, 2012 @ 11:01am 
Oh and here is another great mod for us (but not yet released). With it we can change the visual appearance of our maps to the 50th style, destroyed style and whatnot:
https://steamhost.cn/steamcommunity_com/workshop/discussion/882953189045851829/?appid=620
cyron43  [author] 10 Aug, 2012 @ 10:58am 
Thanks N_Sunderland - hmmm is there any name I could give you instead of calling you N_Sunderland? :-)
Anyway I have put this to a rest for the next few days as I want to experiment with BEEmod first. It seem we can skip the whole laser circuitry with this. However your "1 laser per digit" solution sounds good and I will try that.
About your faith plate suggestion: Hmm well I always try to make my maps also visually appealing and interesting. For instance I placed that moving platform as a door because of this. I know this might be silly from a technical point of view. So in the end I'm not so sure if I will change the backup lane.
N-Sunderland 10 Aug, 2012 @ 8:03am 
Your idea about a collection sounds pretty awesome :)

By the way, I've decided that a randomized version of this would in fact be impossible :/
N-Sunderland 10 Aug, 2012 @ 8:02am 
Also, one thing about the mechanism: In my original version, I only needed the "1" lasers because there were too many connections for the buttons to handle alone. Since you're working with a 3-digit system, you can get rid of the "1" lasers and transfer their connections to the buttons. This will leave you with three lasers, meaning that you'll be able to package the entire mechanism into a 1x1x1 cube :) All this will give you a few antlines, but you can just block those with light strips.
N-Sunderland 10 Aug, 2012 @ 8:02am 
Ok, a few things. Firstly, the orange gel is great but I think that faith plates would work better. In fact, here's my idea to make the whole "backup lane" more efficient (in terms of speed and entities). Make the whole hallway one unit lower than the mini chambers, with a faith plate right outside the exit of each. The faith plates send you straight back to the beginning. Right at the start of the hallway, raise it by two units, so that you have to drop down to enter the button area (thus preventing you from getting back in from the starting point).

If you do this, there will be no need for the doors and buttons and all that.



Geneosis 9 Aug, 2012 @ 3:04pm 
So nevermind if players don't really understand the idea because they can get the result while trying random combination and fast enough to avoid getting bored ^^
cyron43  [author] 9 Aug, 2012 @ 2:56pm 
Done
Thank you guys for testing and for the feedback. :-)
Geneosis 9 Aug, 2012 @ 2:09pm 
To do list :
- Add orange gel in the backup lane
- Eventually make the backup lane so that you can't enter it when you are in the first room
- Add a button to drop the first 3 cubes in case you stuck some of them in a room

For the rest, I think I completed it more by random try for the combination than by understanding what happened X) But that was fun anyway :p
cyron43  [author] 9 Aug, 2012 @ 10:08am 
It would also be great to have Bungle in the boat.
cyron43  [author] 9 Aug, 2012 @ 10:07am 
Hmmm................... guess I'll (or you of course, if you like) make another map where I (you?) put this all together. For now I think I let this one stay as it is as a kind of introductory test chamber. We could make a collection with maps including all kind of mechanisms (circuits). So all (or most of) the stuff we invented will be implied.
I'm also anxiously waiting for Geneosis' considerations.
N-Sunderland 9 Aug, 2012 @ 7:47am 
What would be even cooler is if you randomized it... Incorporating two creative concepts at once :)
cyron43  [author] 9 Aug, 2012 @ 7:20am 
Okay I reconsider it. However I have to keep up some logic.
N-Sunderland 9 Aug, 2012 @ 7:08am 
Yeah, that's true. Still, it's a bit of a walk in the park if you know how it works (and I'd assume that a lot of people would know).

Regardless, it's a great application of my design :)
cyron43  [author] 9 Aug, 2012 @ 6:59am 
I was afraid whether I should post the spoilers. Think about it this way: You don't know the background of this mechanism, wouldn't it be rather tricky to find out the right combinations?
N-Sunderland 9 Aug, 2012 @ 6:55am 
Initially, I didn't read your description, so I didn't know that it had to do with computers. I wondered what kind of mechanism you could have possibly used. Then I realized that it was my mechanism :) Maybe you should change the order of numbers, though. As it is, it's quite straightforward.

The concept is great. Definitely a clever application for this type of thing.
cyron43  [author] 9 Aug, 2012 @ 6:55am 
Updated
cyron43  [author] 9 Aug, 2012 @ 6:50am 
and the lights indcate the number you have to set.
cyron43  [author] 9 Aug, 2012 @ 6:49am 
Okay I'm going to add droppers.
I used your binary adder system. It's just 3 digits instead of 4. ;-)
N-Sunderland 9 Aug, 2012 @ 6:47am 
First piece of advice: put cube droppers in the first room. You can destroy the cubes, so you definitely need droppers.

So this is binary-based?
cyron43  [author] 8 Aug, 2012 @ 12:08pm 
Just made an improvement in the first room.