I sent this off to Valve... because the test chamber I was making was getting out of hand with connection dots everywhere.I've been having some issues with connections in the Portal 2 editor,
mainly caused by having a button or pedestal trigger multiple connections.
For example, in one test chamber, I was using a floor button to trigger
multiple glass panels to open in order to make a bridge. In this case, I
ended up with something like:
This kind of negates the whole point of the connection lines as they're
meant to be visual indicators of what triggers what, but there's so many
of them clustered in a single area that you can't tell the purpose of
anything at all.
I have some ideas about how you could try and get around this:
1. Allow objects to be put into connection groups, whereby anything that
connects to that connection group will trigger every object inside it.
2. Using some symbol notation on specific trigger-object pairings. For
example, in the game itself, pedestal buttons which drop cubes often have
a cube drop symbol on the wall adjacent to them, instead of a connection.
3. Allow for the set of indicator dots to be disabled individually per
connection. In the instance above, for example, I could disable all the
connections to the glass panels and rely on the auditory cue of the panel
opening instead of the connection.
Another thing I realised that's evident in that screenshot, is that the
connection goes through a panel item and you can't tell, where it goes and
what it triggers. So it might be useful to consider blocks containing
panel items as solid in your connection generation algorithm...