So is lighting – you can use observation rooms or neon lights to brighten up your test chamber, and everything in-between is entirely handled by the Puzzle Maker itself. Otherwise, terrain modification is very simple and very user-friendly. You can also highlight things as a box, and set them apart from the rest to craft entire new rooms. Simply highlight the wall panels on top of the area you want to alter, and then move the mouse in whatever direction you want them to go. Shaping the chamber and modifying its layout couldn’t be any easier. There’s also a bunch of hotkey shortcuts that can be very handy. The main controls are very simple: the left mouse button is the main action button, used for highlighting wall panels or testing elements holding the middle mouse button allows you to steer the camera by moving the mouse the mouse wheel zooms in and out while the right mouse button allows you to move the camera around independent of overall orientation (and, when released while on top of a wall panel or test element, will open up the pop-up shortcut menu). Whenever you start creating a new map, the Puzzle Maker provides you with a basic test chamber to build upon, with most of the necessary elements already in place (the entrance and exit, plus an observation room for lighting). We’ll be taking a look at the Puzzle Maker up first and yet again, it’s quick, easy, and relatively painless… for Aperture technology. Click that, and you are in! No red carpet ceremony, no complicated registration or installation process – it simply takes an extra moment to load up the new sub-menu, and that’s it.įrom there, you are free to choose what you want to tackle first: the new Puzzle Maker, or the actual community-made test chambers themselves. Unlike Art Therapy, which was so needlessly hidden and difficult to access, the PeTI gets its own main menu option, in the form of “Community Test Chambers”. But does it fulfill that promise?Ĭourtesy of Valve, I got to try out the PeTI DLC a week early, as part of its beta. The Perpetual Testing Initiative promises to turn Portal 2 into a never-ending house of pure science, providing it with enough replayability and content to feed 5 full-priced Call of Duty games. Here we are, with Portal 2’s second, and perhaps final DLC release almost upon us. So we needn’t be afraid to voice our opinions.īut enough about all that. For instance, the poor reactions to L4D1’s underwhelming “ Crash Course” almost certainly helped Valve build better L4D DLC in the form of L4D2’s “ The Passing” (although later on they did let us down again with “ The Sacrifice“). And solid feedback will help make future releases better. I don’t subscribe to the school of thought that all free DLC is automatically good – you have to draw the line somewhere. The only other bit of content in there, the new “Art Therapy” co-op course, was rather disappointing, with poor writing and plot, as well as some meager and poorly balanced gameplay offerings. While the Challenge Mode added much-needed replay value to the game, it really should have been in the game from launch. As you may or may not know, I wasn’t exactly pleased with Portal 2’s first DLC outing – “ Peer Review“.
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