2013-08-21

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{{DISPLAYTITLE:퍼즐 제작툴}}

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'''퍼즐 제작툴''' (또는 '''퍼즐 메이커''' 또는 '''맵 에디터''' 라고도 합니다.) 은 ''[[Portal 2/ko|포탈2]]'' 의 2012년 5월8일 [[Perpetual Testing Initiative/ko|영구 테스트 이니셔티브]] DLC의 업데이트 에서 추가된것입니다.<ref name="shacknews_editor_confirmed"/> 퍼즐 제작툴은 싱글용 또는 [[Co-op/ko|협동]]용 테스트를 간단하게 게임안에서 제작 할수있습니다.<ref name="shacknews_editor_confirmed">[http://www.shacknews.com/article/70740/portal-2-in-game-map-editor-confirmed ShackNews article ''Portal 2 in-game map editor confirmed''] accessed 22 October 2011</ref>

만약 협동용 테스트를 만들고자 하면, 반드시 "협동용 퍼즐" 을 "파일" 메뉴에서 체크해야합니다.

== 개요 ==

에디터가 처음 언급된것은 [[Portal 2 - The Final Hours/ko|''Portal 2 - The Final Hours'']] 였습니다. "당시 Valve 는 포털2의 맵을 쉽고 빠르게 만드는 방법을 연구중에 있었습니다. 결국 고민끝에 간단하게 제작할수있는 레벨에디터를 만들기로 했습니다.".<ref name="FinalHours_mention_editor">[[Portal 2 - The Final Hours]], page 10 of chapter "Unlikely Architects".</ref>

"퍼즐 제작툴"은 전혀 공식적인 이름 같지가 않아보이지만 Valve 는 결국 2011년 10월 27일에 "퍼즐 제작툴"을 채택 하였다고 합니다<ref name="Portal 2 Puzzle Creator Sneak Peek">[http://www.thinkwithportals.com/blog.php?id=6632&p=1 Portal 2 Puzzle Creator Sneak Peek]</ref>, 그후 2012년 4월 27일 "퍼즐 제작툴"이 완성되었습니다.<ref name="The Perpetual Testing Initiative">[http://www.thinkwithportals.com/blog.php?id=7853&p=1 The Perpetual Testing Initiative]</ref> "퍼즐 제작툴"은 편하게 게임에서 테스트를 만들수 있습니다.

== 인터페이스 ==

퍼즐 제작툴의 전체적인 텍스쳐는 깔끔하며, 실제 테스트실이 우리앞에 있는 것 같은 느낌을 줍니다.

[[Image:Puzzle Creator initial view.png|500px|center|thumb|퍼즐 제작툴의 사진.]]

=== 기본 조작법 ===

* 마우스를 왼쪽에 갖다대면 아이템 리스트가 떠 아이템을 배치할수있습니다.

* 화면의 상단의 버튼은 각각 다음과 같습니다.: "제작후 퍼즐 해보기", "되돌리기", "되돌린것을 복귀하기", 그리고"게임뷰로 전환하기".

* 화면의 오른쪽 상단에 마우스를 갖다대면 카메라의 시선을 움직일수 있습니다.

* 화면의 오른쪽에 마우스를 갖다대면 카메라를 확대/축소 할수있습니다.

* 화면의 오른쪽 하단에 마우스를 갖다대면 카메라를 회전시킬수 있습니다.

* {{key|LMB}} - 아이템이나 블록을 지정합니다.

* {{key|RMB}} - 배경에서:카메라 움직이기; 테스트에서: 설정 메뉴.

* {{key|MMB}} - 클릭: 카메라 회전.; 스크롤: 카메라 확대/축소.

* {{key|W|S}} - 확대/축소.

* {{key|Q|E}} - 왼쪽 또는 오른쪽으로 회전.

* {{key|W|S}} - 왼쪽 또는 오른쪽으로 이동.

* {{key|R|F}} - 위 또는 아래로 회전.

* {{key|P}} - 포털 설치 가능/불가능 구역 지정.

* {{key|+|-}} - 벽을 밀거나 채웁니다.

* {{key|Delete}}/{{key|backspace}} - 아이템을 제거합니다.

=== 고급 사용자용 컨트롤 ===

* {{key|shift|LMB}} - 한쪽 면 전체를 선택합니다.

* {{key|ctrl|LMB}} - 아이템을 복사합니다. (어떤것들은 복사가 안될수있습니다.)

* {{key|alt|LMB}} - 카메라에서 보이지 않는 면으로 아이템을 이동시킵니다.

* {{key|space|LMB}} - 한쪽면 전체를 채우거나 밀어버립니다.

=== 단축키 ===

* {{key|ctrl|N}} - 새 테스트

* {{key|ctrl|O}} - 열기...

* {{key|ctrl|S}} - 저장

* {{key|ctrl|shift|S}} - 다른이름으로 저장...

* {{key|tab}} - 게임뷰로 전환.

* {{key|F9}} - 다시 제작

* {{key|ctrl|Q}} - 제작툴에서 나가기

* {{key|ctrl|Z}} - 되돌리기

* {{key|ctrl|Y}} - 되돌린것을 다시 되돌리기

* {{key|ctrl|A}} - 전부 선택하기

== 아이템 리스트 ==

<!-- Ordered as listed in game, left-right, top-bottom; using in-game names. -->

{{columns-list|3|

* [[File:Puzzle Creator pedestal button.png|32px]] [[Switch|스위치]] (타이머 포함)

* [[File:Puzzle Creator portal button.png|32px]] [[Heavy Duty Super-Colliding Super Button|수퍼 버튼]]

* [[File:Puzzle Creator box socket.png|32px]] [[Weighted Storage Cube Receptacle|큐브용 버튼]]

* [[File:Puzzle Creator ball socket.png|32px]] [[Edgeless Safety Cube Receptacle|공큐브용 버튼]]

* [[File:Puzzle Creator cube.png|32px]] [[Weighted Storage Cube|중형 큐브]] (드롭퍼 포함)

* [[File:Puzzle Creator companion cube.png|32px]] [[Weighted Companion Cube|동행 큐브]] (드롭퍼 포함)

* [[File:Puzzle Creator edgeless safety cube.png|32px]] [[Edgeless Safety Cube|공모양 안전 큐브]] (드롭퍼 포함)

* {{Spoiler|[[File:Puzzle Creator frankenturret.png|32px|]]}} {{Spoiler|[[Frankenturret|프랑켄 터릿 큐브]]}} (드롭퍼 포함)

* [[File:Puzzle Creator tbeam.png|32px]] [[Excursion Funnel|유도 터널]] (반대 방향 포함)

* [[File:Puzzle Creator faithplate.png|32px]] [[Aerial Faith Plate|신뢰 발판]]

* [[File:Puzzle Creator hard light emitter.png|32px]] [[Hard Light Bridge|하드 라이트 브릿지]]

* [[File:Puzzle Creator stairs.png|32px]] [[Panel|(패널)계단]]

* [[File:Puzzle Creator fizzler.png|32px]] [[Material Emancipation Grill|피즐러]]

* [[File:Puzzle Creator glass.png|32px]] 유리 (늘리거나 돌릴수 있습니다.)

* [[File:Puzzle Creator arm paneltop.png|32px]] [[Victory Lift|피스톤 플랫폼]]

* [[File:Puzzle Creator arm motionplatform.png|32px]] [[Unstationary Scaffold|트랙 플랫폼]]

* [[File:Puzzle Creator laser emitter.png|32px]] [[Thermal Discouragement Beam|레이저]] 발사기.

* [[File:Puzzle Creator laser catcher.png|32px]] [[Thermal Discouragement Beam|레이저]] 캐처.

* [[File:Puzzle Creator laser receptacle.png|32px]] [[Thermal Discouragement Beam|레이저]] 릴레이.

* [[File:Puzzle Creator reflection cube.png|32px]] [[Discouragement Redirection Cube|굴절 큐브]] (드롭퍼 포함)

* [[File:Puzzle Creator airlock.png|32px]] [[Panel|유리 패널]]

* [[File:Puzzle Creator panel flap.png|32px]] [[Panel|패널]]

* [[File:Puzzle Creator panel flip.png|32px]] [[Panel|돌림 패널]]

* [[File:Puzzle Creator observation room.png|32px]] 관찰실

* [[File:Puzzle Creator deathfield.png|32px]] [[레이저 필드]]

* [[File:Puzzle Creator turret.png|32px]] [[터릿]]

* [[File:Puzzle Creator goo.png|32px]] [[Goo|독성 물질]]

* [[File:Puzzle Creator light panel.png|32px]] 형광등

* [[File:Puzzle Creator paintsplat bounce.png|32px]][[Repulsion Gel|반발젤]] (드롭퍼 포함)

* [[File:Puzzle Creator paintsplat speed.png|32px]] [[Propulsion Gel|가속 젤]] (드롭퍼 포함)

* [[File:Puzzle Creator paintsplat portal.png|32px]][[Conversion Gel|변환 젤]] (드롭퍼 포함)

* [[File:Puzzle Creator paintsplat water.png|32px]] [[Cleansing Gel|세척액]] (드롭퍼 포함)

* [[File:Puzzle Creator portal door.png|32px]] 문 (각 테스트에 2개 밖에 없으며 새로 배치할수 없습니다.)

}}

=== 교육용 버전용 ===

{{columns-list|3|

* ContraptionCube Receptacle

* [[File:Puzzle_Creator_contraption_cube.png|32px]] Contraption Cube

* Speech bubbles

}}

==Hints==

===Initial non-repeating hints===

*Click a chamber surface tile to select it.

*Click and drag across several surfaces to block-select.

*Right click selections to change surface portalability.

*Drag the boundary edge of a selection to move the highlighted surfaces.

*Press and drag the background to rotate your camera view.

*Move the mouse to the far left edge of the screen to open the puzzle item palette.

===Beginner===

*Right click an item to change its properties or connect items together.

*The entry door, exit door, and large observation room are mandatory items. They can be moved, but they cannot be deleted or duplicated.

*Use the {{key|+}} and {{key|-}} keys to quickly modify selected chamber surfaces.

*Press {{key|P}} to change portalability of selected surfaces.

*Use the controls along the far right edge of the editor window to pan, zoom, and rotate your camera view.

*Rotate the camera view up to work on the ceiling.

*Rapidly duplicate puzzle items by holding down {{key|Ctrl}} while moving them.

*Use the mouse scroll wheel to zoom in and out.

*Some items need to occupy space behind the surface they are mounted to. Look for a dashed outline of the required volume while you move them.

*Some item placements are incompatible and will show an error indication until they are fixed.

===Early intermediate===

*Use the adjustment gizmo that appears when you click an item to reposition it on its surface.

*Double click a surface to automatically expand the selection around all adjacent coplanar surfaces.

*Block-select surfaces on different planes to select a volume.

*Look for hotkey shortcuts along the right side of menus.

*The large mandatory observation room emits a bright light that casts shadows. Position it to enhance the visual effect of your chamber.

*Are your puzzles too dark? Use small observation room and light strip items to control the illumination level throughout your chamber.

*Press and drag the middle mouse wheel/button to rotate the camera view.

*The icons along the left side of a context menu are buttons that can be used repeatedly while the menu is open.

*Press and drag the middle mouse wheel/button while holding down {{key|Shift}} to pan the camera view.

*With a volume selected, the {{key|+}} and {{key|-}} keys will fill or carve.

*Press and drag the right mouse button to rotate the camera view.

*Drag the boundary of a volume selection set to move a portion of your chamber along any 3D axis.

===Intermediate===

*Connect multiple buttons to a receiving item: This requires all to be pressed simultaneously for activation.

*Hold down the spacebar and drag anywhere to quickly move selected surfaces and volumes.

*Use {{key|Home}} key to reset the camera view.

*Press {{key|F9}} to rebuild and run your puzzle.

*Use {{key|W}}, {{key|A}}, {{key|S}}, {{key|D}} keys to move the camera view.

*Use the {{key|Q}} {{key|E}} and {{key|R}} {{key|F}} keys to rotate the camera view.

*Press the {{key|O}} key to invert the portalability of selected surfaces

*Connect items together quickly by selecting one and using the {{key|K}} key.

*Hold down {{key|Alt}} while moving items to keep them on surfaces facing away from the camera view.

*Hold down {{key|Shift}} while rotating turrets and dropper-less cubes to snap their orientation to 45 degree increments.

===Advanced===

*When previewing your puzzle in first-person mode, use the 'noclip' console command to quickly navigate the chamber.

*Place up to 4 light strips on a surface by using their adjustment gizmo.

*Change glass to grating by right clicking and changing the barrier type.

*Drag a trajectory target back onto its faith plate to create a vertical launch.

*Create a pre-placed paint splat by deleting or disabling the associated dropper.

<!--

===WIP Editing===

*Hold down SHIFT while clicking surfaces to expand the selection.

*Use Arrow keys to nudge the selection.

*Shift+arrow keys moves the carat in floor space.

*Use the PageUp/PageDown keys to nudge the selection in and out.

*Use Shift + arrow keys to expand the carat (Alt+Shift to move the opposite end)

*Holding down Spacebar while using the arrow keys to move the volume selection.

*Hold down CTRL while moving volume selections to duplicate the selection.

*Use number keys 1-0 to place an item type. Repeatedly tap to cycle through options.

*Use CTRL+number keys to set the camera to a preset view.

*Use CTRL+F5-F8 to save a custom view setting. F5-F8 to restore the view.

//Puzzlecraft Tips (WIP)

*Keep goals clear: The puzzle exit should always be visible upon entry.

*Keep puzzles simple. Players should be able to keep the solution in their head.

*Keep puzzles transparent. Players should always see the effect of pressing buttons. Avoid putting things in separate rooms.

*Keep puzzles about the cerebral challenge, not the execution: Puzzles should be easy to solve once players know the solution.

*If you want your puzzle to be broadly played and enjoyed, don't make players rely on precise timing or 'ninja' FPS skills.

*Twitchy puzzles that require precise timing are less fun for most players. Expect a smaller audience.

*Maintain a sense of progression: Split up large puzzles into a series of smaller experiences.

*Maintain a sense of progression: Avoid puzzles that force the player to revisit the same area again and again.

*Puzzles are a contest between author and player where the player is ALWAYS expected to win in the end.

*Good puzzles are not so tricky to be frustrating, but just tricky enough to make players feel smart when they solve it.

*Keep it simple: Fewer puzzle elements arranged in a clear, strong way are better than many elements organized in a tangled knot.

*Playtest early and often to know what parts your audience finds too easy or too hard.

*Keep t-beams away from buttons where they can accidentally lift placed buttons or players.

*Avoid lasers that are always in the players movement path: they can get annoying really fast.

*It's okay to have more than one way to solve a puzzle, just be aware that the alternatives exist and that they don't ruin the puzzle.

*When you add another mechanic to your puzzle, you're increasing complexity -- make sure each added mechanic justifies its existence by contributing something interesting to the puzzle.

*Find a fun central concept for the puzzle and design back from there.

*Be careful not to put critical elements on the ceiling. Players rarely look up (or down) unless guided to.

*There should be a twist in every map. Players get more enjoyment when they figure the twist than when they actually solve the puzzle. The ideal case builds a lot of suspense. 'Whoa! I think this might work' ... [tries crazy idea] ... 'That's awesome! I can't believe I did that!'

*Avoid straightforward puzzles. They are boring.

*Players can't judge how far they will fling - try to avoid making a puzzle with multiple options for a fling where players need to choose the same one.

*Don't make a space that allows for an infini-fling unless it is part of the puzzle. When players are stumped they will frequently try this mechanic. It's also a complicated maneuver so it's possible to fail for a long time before you realize that it's not how to solve the puzzle.

*Avoid creating linear puzzles in linear spaces.

*Stick to using puzzle mechanics already defined in Portal 2. Most players don't appreciate idiosyncratic behavior.

*Play along with users' expectations of how puzzle items function. Defying their expectations loses their trust in how anything will function.

*Buttons should only have a single output. Multiple outputs can be confusing.

*Never, ever, let the player get into an un-winnable state.

*Don't allow cubes to get into places where the player cannot retrieve them.

*Avoid using floor-portal orientations as a puzzle mechanic, as most players are unaware portals even have an orientation.

*People's eyes are drawn towards brighter areas. Use lighting to direct player attention.

*Use strip light array, lasers, and other linear features to direct player view along a line.

*Avoid "chambers within chambers" where players can't see the consequences of their actions on the puzzle state.

*Testers want to help you improve your map. Listen to their feedback carefullly and always remember to thank them for their time.

-->

==Limitations==

As the puzzle creator is designed for ease of use, certain limitations apply. These limitations can be overcome by importing the map into Hammer in the [[Portal 2 Authoring Tools]].

* The entity limit is set to 1750; the actual number of items placeable by the user is much lower than this. <!-- get exact number -->

* The editor is block based, so complex geometry such as curves and angles smaller or greater than 90 degrees cannot be achieved.

* Chambers are isolated, so sequences of chambers cannot be published as one map using the Puzzle Creator alone.

==Related commands==

{{columns-list|3|

* {{code|procedural_generator_solve_it}} - Solve the procedural puzzle generator.

* {{code|procedural_generator_test}} - Test the procedural puzzle generator.

* {{code|puzzlemaker_autosave_dev}} - autosaves the current puzzle as 'autosave.p2c'

* {{code|puzzlemaker_compile_and_preview}}

* {{code|puzzlemaker_compile_and_publish}}

* {{code|puzzlemaker_current_hint}}

* {{code|puzzlemaker_drawselectionmeshes 0/1}} - draw wireframe item selection meshes in red

* {{code|puzzlemaker_export <name>}} - export the current puzzle as 'name.vmf' (maps are saved to common\portal 2\sdk_content\maps\)

* {{code|puzzlemaker_load_dev}} - load the puzzle called 'name.p2c'

* {{code|puzzlemaker_new_chamber}}

* {{code|puzzlemaker_open_chamber}}

* {{code|puzzlemaker_play_sounds 0/1}} - sets if the puzzlemaker can play sounds or not

* {{code|puzzlemaker_publish_dev}} - compile the current puzzle and publish it to the Steam workshop

* {{code|puzzlemaker_quit}}

* {{code|puzzlemaker_request_publish}}

* {{code|puzzlemaker_save_chamber}}

* {{code|puzzlemaker_save_dev <name>}} save the current puzzle as 'name.p2c'

* {{code|puzzlemaker_shadows 0/1}} - Enable shadows in the Portal 2 Puzzle Maker

* {{code|puzzlemaker_show_overlay_web_page}}

* {{code|puzzlemaker_show 0/1}} - 1 shows the puzzle maker, 0 hides it

* {{code|puzzlemaker_zoom_to_mouse 0/1/2}} - 0-zoom to center of screen, 1-zoom to mouse cursor (smart), 2-zoom to mouse cursor

}}

==Unused content==

The following have been found in the game files:

{{columns-list|1|

* [[File:Puzzle Creator faithplate 128.png|32px]] [[Aerial Faith Plate]] (large).

* 'Push out' [[panel]].

* A radial menu with voting criteria for a map, including "confused" and "stuck".

* Various "upgrade" badge textures.

* [[File:Puzzle Creator crusher.png|32px]] [[Crusher]]

* [[File:Fixed portal door.png|32px]] [[Portal Spawner]]

* [[File:Puzzle Creator panel door.png|32px]] Unidentifiable [[panel]]

* Observation room with adjustable size

* [[w:Utah teapot|Teapot]]

}}

== Gallery ==

{{Gallery

|lines=2

|title=Puzzle Creator

|height=150

|width=200

|File:P2editor example.jpg|An example of a simple test chamber.

}}

{{Gallery

|lines=1

|title=Pre-release

|height=150

|width=200

|File:Portal 2 editor announcement 01.jpg|Announcement screenshot #1

|File:Portal 2 editor announcement 02.jpg|Announcement screenshot #2

}}

== References ==

<references/>

==External links==

* [http://www.thinkwithportals.com/puzzlemaker/hints.php Official "Tips" page]

* [http://www.thinkwithportals.com/puzzlemaker/editorkeys.php Official "Controls" page]

{{Portal Series}}

[[Category:Puzzle Creator]]

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