FelixGriffin wrote:
For something closer to the middle try the BEEMOD and FGEMOD, although it's physically impossible in the editor to implement many of the things you described (such as the smaller grid)--VALVe would have to do that. Sorry. 
cough Hammer cough
The whole purpose of the pti editor was to make it easy to design puzzles. As with hammer, there are limits to what the pti can do, but the biggest limit is your own creativity.
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Manual placement of antlines. I shouldn't have to use lights or other test elements to manipulate the antlines
Believe it or not, this is one of the things in hammer I hate the most. It is extremely tedious and if there was one thing I would be adding to hammer for portal 2 it would actually be the ability to auto connect them. Fun fact: during the beta the game crashed if the editor couldn't find a way to connect the in- and output.
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Pedestal button allowing 1 or 2 seconds. Right now, if we lower the number of seconds from 03 to 02, we go directly to infinity instead. Shouldn't happen
Where do you need two seconds for? Generally very short timers are very annoying. I think three seconds is also a minimum because less could mess up cubedroppers. (this happened a lot earlier)
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Adjust excursion funnel speed. In the single player story mode, you can see in the early excursion funnel puzzles that they are moving at different speeds.
Why do you want this? The only times the speed matters in the game itself is in parts with story elements. Tell you what; there are no story things in the PTI maps 
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The aerial faith plate should be allowed to exist in two variations. Looking at the source files in "steamapps\common\portal 2\portal2_dlc2\materials\puzzlemaker\palette", it is hinted at one time that this used to exist or will exist eventually
A faithplate is a faithplate; the PTI allows you to see the trajectory nicely; what more do you want?
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The aerial faith plate should have the ability to be enabled or not. In some Hammer maps I played, some people have found a way to stop the aerial faith plate from launching you through the air until you enable it with a button or something.
Various pti things possible to get the same result.(like hinted before: a hard light bridge over it for example.
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Stairs, when not deployed, should be able to be portalable based on what surface they are placed on.
could be useful.
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Portalable piston platform. An early puzzle creator screenshot hinted at this.
That wasn't a screenshot, that was a mash-up
. Pistons are only a graphical thingy; with the normal angled panels you can get the same thing.
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Portalable track platform.
The game doesn't allow mobile portals and most moving platforms generally are glass in-game?
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Have an option for the laser emitter and laser catcher to be set to low profile (top) or centered (bottom).
Why? generally only a graphical thingy ;P
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Glass should have the ability to have a hole in it.
Would this be a 1-voxel specific block? Would it be worth to sacrifice something else for this?
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Glass should have the ability to be broken or not. A repulsion gel puzzle required this in the single player story mode
Replace glass by grating and you have the same result. besides; how much sense does a broken glass panel make in a clean test chamber?
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Angled panels should have the option to set their deployed and undeployed angles. Apply this to glass panels as well
Since the panels have 0,30,45,60 and 90 as possible angles the number of possible cominations from angles to other angles would be a pain, there would be over 20- animations; relays etc, that'd be a real pain. If it really would use 20 relays that would also mean you can do a hell of a lot less than now, because it's using up so much edicts.
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Allow angled and glass panels to be extendable in a similar fashion as fizzlers or grating.
Ever seen entire walls getting to a 30 degree angle in portal 2? That's a bit weird don't you think? It's designed to be a test element; not a fancy-looks-element 
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Grating should have the option to not be able to grab objects through them.
Why would this matter? Besides: glass does that, doesn't it?
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Instead of working in huge blocks (red), work in 1/16 of them (green).
The PTI is always designed with 128x128x128 blocks as voxels. This allows all test elements to nicely work. 8x8x8 will only make it a hell of a lot harder; you'll get misaligned test elements and weird walls etc. Besides; it would include re-writing all code.
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Have an entity to be attached to a wall to automatically center and rotate portal placement, kind of like in some of the single player and coop story modes.
Placement helpers should be in indeed, but doesn't bee has that?