Portal 2

Portal 2

115 ratings
Well Vented

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Well Vented

This puzzle is based on Pneumatic Diversity Vents. There are also Tractor Beams included as well as Light Bridges and Fizzler Fields. Minimal hazards, but some parts are pretty tricky when it comes to getting that cube. Medium to hard difficulty.
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Spaceminnow Jun 7, 2015 @ 6:20pm 
The ending threw me a little bit. I thought the cube would go thru the grating when the tractor is on. I was trying a fantasy solution until I saw the cube rest on the grating with the tractor on :)
Chelliste Dec 22, 2014 @ 6:44pm 
Not too difficult, and a blast to play.
psn_markm1978 Nov 6, 2013 @ 7:04pm 
I enjoyed it. The first two chambers were the most challenging, but it was fun throughout.

Please try mine, guys:

iX's First Test: http://steamcommunity.com/sharedfiles/filedetails/?id=190119837
iX's Tunnel Vision: http://steamcommunity.com/sharedfiles/filedetails/?id=190453846
iX's More Than Meets The Eye: http://steamcommunity.com/sharedfiles/filedetails/?id=191319956
iX's Mindf**k: http://steamcommunity.com/sharedfiles/filedetails/?id=192454274

My Collection: http://steamcommunity.com/id/psn_markm1978/myworkshopfiles/
Skyferret  [author] Jun 26, 2013 @ 4:45pm 
@Dragon: In a sense yes. If you're looking at the object, or element, then the trigger it is "receiving" will be inverted. So the only place for them is between Trigger and Object. Just look at it the same way as a bus line with a NOT gate on it. A1 becomes a 0 and visa versa. Oh, and also, it can be used to make a pellet dispenser stop dispensing once a pellet catcher catches a pellet. Sorry if that last sentence was like a mouthful pellets.
Vinyl Scratch Jun 26, 2013 @ 4:19pm 
Alright, lemme see if I got this. NOT gates pretty much invert the functions of objects?
Skyferret  [author] Jun 26, 2013 @ 4:14pm 
Yes, building such from scratch would chew into your object limit. I guess that's why I like the BeeMod. Especially when it has NOT gates as well. Tricky but sometimes useful.
Bad_Aim Jun 26, 2013 @ 3:17pm 
As a side note to the elegance of how BEEMOD does things, you can build an OR gate in the standard puzzlemaker using multiple lasers, a reflective cube and a laser catcher. You point all the lasers at the cube which faces into the catcher. Each item you'd like to have trigger an event(say, drop a cube) actually activates a laser and the catcher activates the event(drops the cube). It's somewhat clumsy to manage and it screws up the labling, but it does work if you need it to and don't have access to BEEMOD or Hammer. Be aware that it does chew into your entity allocation, so small networks like this are better than big ones, but how often would you need like 10 buttons dropping the same cube or something? Common usage would only be 2 or 3 triggers at most.
Vinyl Scratch Jun 24, 2013 @ 4:39pm 
Alright. I understand the AND and the OR parts, but the NOT, that..still a little complicated to me. However, it's alright I guess. I probably won't really need it, anyways. Thanks for your help!
Skyferret  [author] Jun 24, 2013 @ 3:44pm 
Here's an example of what can be done and how it works. I've also included an example of NOT gates.
Skyferret  [author] Jun 24, 2013 @ 1:55pm 
Yeah, that's reflection gel. It's only for reflecting lasers, but I don't know exactly where you can get it. It might be only available in the Hammer Editor.

As for logic gates, it has AND, OR and NOT. When you make connections in the standard PTI Editor, those are strictly AND. If you have 2 triggers connected to 1 element, then it takes trigger "AND" trigger to activate the element of course. With an OR gate, it takes trigger "OR" trigger. Meaning either trigger will activate the element. The connection is as such: Trigger to OR gate, other trigger to OR gate, then OR gate to element. Trigger blocks are Trigger once and trigger multiple. Those are only for detecting player. I might upload some diagrams to make it easier.