You can start playing maps right away (just click on a map title - it'll open the game in a new browser window), or you can create your own maps using the map editor.
This is you! To complete a map, you need to reach the exit:
Use the mouse or arrow keys to move. You can only move horizontally and vertically (not diagonally).
Press SPACE to pick up and drop cubes or to press pedestal buttons.
When you are standing in the same tile as a cube or pedestal button (or if you are currently carrying a cube), buttons will appear in the top right corner of the window - click on these buttons to interact with the cube or pedestal button:
You can place portals with the right mouse button, or by holding CTRL and pressing the arrow keys. You can also place portals by activating Portal Mode using the buttons in the top right corner:
These buttons allow you to switch between Player Mode and Portal Mode. When in Player Mode, left-clicking on the map will move the player and when in Portal Mode, left-clicking on the map will place portals.
As with movement, you can only place portals in the same row or column that you are currently standing in. You can place portals on a tile floor or a surrounding wall by clicking the center or edge of a tile.
Note: click on the Portal Mode button multiple times to cycle through 'Alternate Portal', 'Blue Portal' and 'Orange Portal' modes.
Some tile floor and wall surfaces cannot have portals placed on them. Non-portalable walls are darker, and non-portalable floors are textured, like this:
Maps can have two levels: an upper level and a lower level. Lower level tiles are slightly darker than upper level tiles. If you are standing on an upper level tile, you can move onto a lower level tile, however you cannot move from a lower level tile to an upper level tile.
The tile level also affects where you can place portals. When you are standing on an upper level tile you can place portals on any upper or lower level tile. When you are standing on a lower level tile you can only place portals on a lower level tile or on an upper level tile wall (but not an upper level tile floor).
You can restart the map you are playing at any time by pressing Escape.
When you create a new map in the editor, you should see the default (empty) map:
There are two elements that cannot be deleted: the Start Door and the Finish Door. The player will start the map at the Start Door and must reach the Finish Door to complete the map.
There are also some buttons at the top and bottom of the window. Here's what they do:
This button saves the map. When you click this button the save form will appear (if you aren't currently logged in or registered, the Login/Register form will appear instead). You can choose if you want the map to be visible to other players (Public) or only visible to yourself (Private). Shortcut key: Enter
This button will launch the game with your map loaded so that you can test changes. Close the game tab to return to the editor when you have finished testing. Note: Clicking this button does not save the map! Shortcut key: Space
This is the Select Tool. Use it to select and move elements. Shortcut key: S
This is the Tile Tool. Click the button multiple times to cycle through Lower Tile, Upper Tile and Remove Tile modes. With this button selected, just click and draw on the map to add, change or remove tiles. Shortcut key: T
This button changes tile surfaces to Portalable or Non-portalable surfaces. Click the button multiple times to cycle through modes, then click and draw on the map to change floor and wall surfaces. Shortcut key: P
This button displays the Element Library. Use this to add elements to your map by selecting an element from the library and then clicking on the map at the position that you want to place the element.
You can rotate some elements or change the wall that they are mounted on by dragging the element towards the edge of a tile. Shortcut key: E
Once you have placed an element on the map, you can move it, remove it or connect it to other elements. To do this, select the element - you should see some extra buttons appear at the bottom of the window:
Click this button to display the selected element's settings. See the next section (What do the puzzle elements do?) for information on each element's available settings. Shortcut key: Ctrl
This is the connection button. To connect the selected element to another element in the map, click this button and then select the element you would like to connect to. To remove a connection, do the same again - connections can be toggled on and off. Shortcut key: C
Click this button to remove the selected element. Shortcut key: Delete
There are some restrictions on where elements can be placed - if there is a problem with the location or configuration of an element, the element will be highlighted in red. You will need to re-position the element before you can test or save the map.
For more information on where elements can be placed, see the next section...
The angled panel is a wall that can be toggled on and off - when it is active, the wall acts as an obstacle and when it is in-active, the wall flips down into the floor.
Angled panels must be placed in an empty tile and facing away from a wall.
If this setting is enabled, the panel will be initially deployed. When all inputs are active, the panel will de-activate.
If this setting is enabled, you will be able to place a portal on the panel when it is deployed.
Buttons can be pressed by stepping on them or dropping cubes on them. When a button is pressed, it will affect other elements that it is connected to.
There are 3 types of button: Normal buttons which can be activated by the player or a cube, Cube buttons, which can only be activated by dropping a cube on them and Sphere buttons which can only be activated by dropping a sphere on them.
Cube droppers drop a cube when they are activated. Cubes can be used to press buttons, block laser beams and various other things.
Laser cubes can be used to re-direct laser beams - drop one in the path of a laser beam to change the beam direction. Pick up and drop the cube multiple times to alternate between left and right re-direction.
The type of cube that will be dropped by the dropper. The cube types are: Normal Cube, Companion Cube (identical to the Normal Cube except with a heart on the side), Laser Cube (these can be used to redirect laser beams) and Sphere.
Use this setting when you want a cube in your map but not a cube dropper - with this setting disabled, a cube will be placed in the map in the dropper's position but the dropper itself will be removed.
Drop Initial Cube
If the dropper is enabled, this setting will make it drop a cube as soon as you start playing the map.
If the dropper is enabled, this setting will make it drop a new cube if the current cube is destroyed (by a fizzler wall or water, for example).
Doors block your path when they are closed.
If this setting is enabled, the door will be open when the map starts.
Note: the finish door can be set to 'Initially Open' as well - just select the finish door and click on the element settings button.
Excursion funnels carry things along the path of their beam. The direction of the beam can also be reversed and the beam can be directed through portals.
If a cube is being carried by an excursion funnel beam, it will be lifted from the floor and therefore won't depress any buttons or fall through portals placed on a tile floor.
When you connect an element to an excursion funnel, you can choose whether the connecting element will activate the excursion funnel beam or reverse it's direction. To do this, click either on the left or right side of the excursion funnel - the label will show which type of connection will be made.
If this setting is enabled, the excursion funnel will be active when the map starts.
If this setting is enabled, the excursion funnel beam will be reversed when the map starts.
Faith plates fling the player and cubes over a distance of several tiles towards the target. Some obstacles in between the faith plate and the target can be completely avoided this way - water, for example - however the player will still collide with elements like fizzler walls and laser walls while flying.
When you place a faith plate on your map, you will see a target element placed on top of it. Move this target to wherever you want the player to land after stepping on the faith plate. The target must be placed in the same row or column as the faith plate.
This element can be walked through without affecting the player, however when you walk through an active fizzler wall, any portals that you have placed will be removed. You cannot fire portals through a fizzler wall.
Cubes cannot pass through a fizzler wall - if you are carrying one, it will be destroyed.
If this setting is enabled, the fizzler wall will be active when the map starts.
Flip panels are walls - when they are in-active, they can have portals placed on them and when they are active they cannot have portals placed on them. Flip panels must be attached to a wall.
If this setting is enabled, the flip panel will be active (i.e. non-portalable) when the map starts.
Glass walls act as obstacles for the player and cubes. You cannot fire a portal through a glass wall. Lasers can pass through a glass wall, but excursion funnel and light bridge beams cannot.
Grating walls act as obstacles for the player and cubes. You can fire portals through grating walls. Lasers, excursion funnel beams and light bridge beams can pass through a grating wall.
Lasers emit a laser beam that can be directed through portals and re-directed by laser cubes. The beam will damage the player, so don't stand in the path of a laser for too long!
If this setting is enabled, the laser emitter will be active when the map starts.
Laser catchers become active when a laser beam is fired into them. They can be used to activate other elements.
Laser relays become active when a laser beam is fired through them, in any direction. They can be used to activate other elements.
Laser walls damage the player when you try to walk through them - they cause a large amount of damage, so be careful when you're near one!
It is possible to fire portals through a laser wall. Cubes can pass through a laser wall without any damage.
If this setting is enabled, the laser wall will be active when the map starts.
A lift platform can be used to raise the player or a cube to the upper level. When the platform is active, it is raised and when it is in-active, it is lowered.
Lift platforms can only be placed on a lower level tile.
If this setting is enabled, the lift platform will be active (i.e. raised) when the map starts.
Light bridges emit a beam that can be walked on. The beam acts as a platform for the player and cubes. The beam can be directed through portals.
Note: if a light bridge beam is directed through a floor portal, it will act like a wall obstacle.
If this setting is enabled, the light bridge will be active when the map starts.
Moving platforms can carry items along a path.
When you place a moving platform on your map, you will see a target element placed on top of it. Move this target to wherever you want the moving platform to end. The target must be placed in the same row or column as the moving platform, and in the same direction as the arrows on the platform.
If this setting is enabled, the moving platform will be active (i.e. moving) when the map starts.
If this setting is enabled, the moving platform will alternate between the start and target position when it is active. If this setting is disabled, the moving platform will move towards the target position when active and return to the start position when in-active.
Pedestal buttons can be used to activate other elements on a timer. When the pedestal button is pressed by the player, it will start counting down - when the timer has finished counting down, the button will de-activate.
This setting allows you to set the number of seconds that the pedestal button will remain active.
Stairs can be used to walk from a lower level tile to an upper level tile when they are active. When stairs are in-active, they are flat on the floor and cannot be used to move to the upper level.
Stairs can only be placed on a lower level tile.
If this setting is enabled, the stairs will be active when the map starts.
Turrets will shoot at you when they see you. You can only withstand a few seconds of turret fire before dying, so you should try to avoid or destroy turrets.
Turrets can be pushed over (this disables them) by clicking on the Turret button or pressing Space when standing near one. You can also knock turrets over by moving a cube into the same tile (with a portal or excursion funnel, for instance). Another way to destroy turrets is with laser beams.
Warning: turrets can see you through portals!
Water is a hazard: if you walk into water, you will die! Water also destroys cubes.
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