Well Vented
18 Comments
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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.
Melody™ 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.
Melody™ 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.
http://steamcommunity.com/sharedfiles/filedetails/?id=155265838
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.
Melody™ Jun 24, 2013 @ 1:35pm 
Thanks for that. I've been looking to add a crusher to one of my tests sometime. However, I still have a couple of questions.

In a map, such as this: http://steamcommunity.com/sharedfiles/filedetails/?id=117068572
There is a gel that has never been seen before, not even in this new addition.

Also, how do certain objects such as trigger blocks and logic gates work?
Skyferret  [author] Jun 24, 2013 @ 1:21pm 
@Dragon: I'm using the BeeMod. Here's a link to it.

http://steamcommunity.com/workshop/discussions/-1/882957083795805701/?appid=620

It's pretty easy to install. Just follow the instructions. But one thing to remember, if you use a Mac, it may not work. Unless the author has fixed that. Also, if you invoke the "Verify Integrity Of Game Cache", it will revert back to the standard PTI. But don't worry, a re-install takes only a couple of minutes. One last thing. The BeeMod includes Energy Pellets. This means if you use those in a published map, the player will also have to have the BeeMod. This is because the original game (Portal 2) never included energy pellets.
Melody™ Jun 24, 2013 @ 1:10pm 
Would you mind telling me how you added the vents in there? I've seen new gels, boxes, etc., and I've been wondering how to use those in the map creator. So, if you would be so kind as to tell me, that would be great.
Bad_Aim May 19, 2013 @ 2:32pm 
I just replayed this one for the first time(it's been a few weeks since my first). I retract my comment about it possibly being too long. It must have just been me taking too dang long to work it out!! Even after having done it once, that light bridge room still gave me trouble.
Brilliant design overall!!
Skyferret  [author] May 16, 2013 @ 6:36pm 
Thanks. I'll try yours.
Bad_Aim May 16, 2013 @ 3:16pm 
I really, really liked this one! Very well done. My only comment outside of that would be that I thought it might be too long. That said, more power to you for having gotten it all in!!
Please check out one of mine if you have a chance:
http://steamcommunity.com/sharedfiles/filedetails/?id=144338464
Tomzgames Apr 13, 2013 @ 7:57pm 
i wish valve werent stupid and kept this in the game
Roland Apr 11, 2013 @ 6:24pm 
absolutely loved it! They should make vaccuum tubes standard items!!!
Singh Apr 9, 2013 @ 9:14pm 
Challenging but worth it.
Requiemsoul Apr 8, 2013 @ 3:58am 
Awesome!. Very cool!. Your maps are superb.