Thinking with Time Machine

Thinking with Time Machine

Community maps with time machine!
Create your own test chambers and play test chambers created by other community members!
 This topic has been pinned, so it's probably important
KorDen  [developer] 1 2 Sep, 2014 @ 6:25am
TWTM Puzzlemaker FAQ
First, you must understand that time machine records positions, not movements.

You can easily see twin in air if there was light bridge / tractor beam / etc while recording, but it's disabled when playing record. This isn't a bug, this is how time machine works. And yes, you can make maps based on that, we don't plan to change logic in the future.

Known issues
  • You can't delete autosave from menu if game crashed
  • Coop mode not supported, but there is no way to remove coop setting from editor

Last edited by KorDen; 2 Sep, 2014 @ 12:30pm
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Showing 1-9 of 9 comments
HeliGungir 2 Sep, 2014 @ 10:14pm 
I'm astounded you created a PeTI mod at all. Seriously awesome, thank you.
mood3rd 5 16 Sep, 2014 @ 2:52pm 
Thankyou.
that distinction will be helpfull.
btw, did you delibratly make it so turrets don't see the past self (recorded version) ?
& will this remain the same ?
KorDen  [developer] 1 17 Sep, 2014 @ 6:56am 
Originally posted by mood3rd:
btw, did you delibratly make it so turrets don't see the past self (recorded version) ?
& will this remain the same ?
No, this isn't deliberately, but yes, this will remains same.
This is again how time-machine works: turrets are only detects player, but not other entities/etc.
It's probably possible to make turrets see twin, but then it will probably end up with many bugs. Basically, now twin don't have HP, (so it have infinite health). Then how all that things will work if twin dies, etc etc etc... Too many problems
Last edited by KorDen; 17 Sep, 2014 @ 6:56am
ryeplease 21 Sep, 2014 @ 2:49pm 
KorDen i thought if your twin from the past gets shot u will die in the future
DrFauli 1 1 Oct, 2014 @ 8:58pm 
nice to see the workshop + editor working for this awesome mod. :)
great work!

Just finished my first custom map for TWTM!
I really had to plan it very differently than my portal 2 custom maps. :D
I am used to building coop maps, but this logic can't always be used in the same way here. :)
mood3rd 5 22 Oct, 2014 @ 8:29am 
thankyou for this mod :)
their are a few fixes I would like:

1/ working on 2 map, I descovered unlike portal2,
I press tab & it shows a new map. (in a map I have already been working on )
I have to build it each time I start T.W.T.M., to see where I left off.

2/ when over item limit, it still builds. (it used to stop building on geometry, with error, in portal 2)
then puts me into the another map, I have started working on.
with very bright light distortion.
even though the correct map appears in the editor.
deleting items resolves this.
but others may not know what the cause is.

3/ when recording lifting a sphere over grating (in live play), it works.
but my recording often fails to get the sphere over the grating.
the recording tends to look straight, while I looked up in live play,
while recording it. once the sphere went not over, but through the grating.
will these be fixed ?
hope this is helpfull.

can you give me a link to a guide on the B mod.
including how many entities the items that are not in portal 2 palete have.
this will help me not to go over the item limit.
KorDen  [developer] 1 22 Oct, 2014 @ 1:00pm 
Originally posted by mood3rd:
1/ working on 2 map, I doscovered unlike portal2,
I press tab & it shows a new map. (in a map I have already been working on )
I have to build it each time I start T.W.T.M., to see where I left off.

2/ when over item limit, it still builds. (it used to stop building on geometry, with error, in portal 2)
Unfortunately because of the engine bugs which prevents normal map building for mods, we use some workarounds to successfully build maps and this error happens because of one of workarounds. I'm not sure if I can fix it, but I have some ideas and will try it later.

If you interesting in it.. Puzzlemaker have some hard-coded file paths to "portal2"/"portal2_dlc2" folders, but in the same time other paths are based on mod's folder ("TWTM"). Because of that mess, it creates files in one folder, and then tries to read it from another and crashes. We can't modify that behavior (as it's proprietary Portal 2 engine) and use some workarounds for that
mucusSTfriend 3 6 Jan, 2015 @ 9:35am 
You should put this in faq, for hammer maps
https://steamhost.cn/steamcommunity_com/app/280740/discussions/2/34094415673313911/
By the way, my map was published, thank you.
HebaruSan 26 Sep, 2015 @ 6:14pm 
Please, try to think of some way for players to remember the new keys in-game. I am struggling to figure out whether i want Q, F, or R at any given point, and there is basically no way to determine this other than writing down what happens in the little animations in the first few levels. Maybe each key could have an illustrative on screen icon, grayed out when not usable? So at least we could get a sense of whether each one is actually usable at that point.
Last edited by HebaruSan; 26 Sep, 2015 @ 6:21pm
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