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As I understood the only modification will be able to implement is different style/texture for almos all elements... So I don't think there is any request we can do about styles, that will already be a good think if we can easily use the "Old Aperture", "Portal 1" and "Future Aperture" styles ;)
OK, I'll do a Wheatley style too. But bottomless pits and crushers are more than a stylistic difference. I don't know if I can change water to a bottomless pit, but I'll try. If I add testing elements to a style, then you lose the ability to swap styles and keep the exact same puzzle in a different style.
Catwalks will also be in the Behind The Scenes style.
I may also be able to add new testing elements (that exist in the game but not PeTI), but I can't add more rows or columns to the item table. So they would have to be accessed by right-clicking existing items, or by replacing all but one cube or paint in the item table, and making people choose the cube/paint-type by right clicking. I am adding the scaling cube, but that will only appear in-game if you have the Sixense Motion Pack DLC and the Razer Hydra or Playstation Move.
Old Aperture style will be the hardest to get looking right, since I can't change the floor/wall/ceiling textures (except before the entrance, after the exit, around testing elements, and in the "observation rooms" which will be changed to something else).
Personnally I'm really interested by : Signs, trigger blocs, hability to select a start angle and a deployed angle for the inclinated pannels (so that for ewemple you can switch between 90° and 45°) ^^
Right now I'm working on the Portal 1 style. It's looking good, but I still need to do the Portal 1 entrance and exit elevator and the Portal 1 style doors.
I can't test it on a mac, but it should work.
You would change styles by copying editoritems.p1.txt (for Portal 1 style) to replace editoritems.txt, then restarting Portal 2. Then you preview or publish your map again, and it's in a whole new style automatically. I might make a program to do the file copying for you with a GUI (but you have to do it manually on the Mac).
I'm also making a program (that replaces vbsp.exe so it runs automatically when you compile) to remove the item limit and to replace the wall, floor, antline, and symbol textures which can't be changed with an editor mod. (Mac users will have to do that manually, sorry). I tried hard to make the styles look as close as possible even with the original floor and ceiling textures though, so you the editor mod is still good on it's own without replacing vbsp.exe.