From The Cutting Room Floor
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Developer: Valve Software
No cake this time, but there's plenty of space to move around and find unused things in.
|Unused Text Files|
|These clips are from an unfinished scene in which you'd hear a recording of Caroline getting forcibly turned into an AI.|
|These clips are an alternate version of meeting potato-ized GLaDOS. In one version of the script, she continued being a snarky jerk at you even while impaled on your Portal Gun. This got on testers' nerves very very quickly.|
|These clips are from an earlier version of the co-op plot, in which GLaDOS sent Atlas and P-Body out to find "artifacts" of the long-dead Aperture workers (coffee cups and such) to make them more human. Here, they've found a certain newspaper comic strip, presumably Garfield.|
|This appears to have been just for a demo done for the PAX event.|
More unused GLaDOS taunts, referencing Chell by name. Also some clip about Cave Johnson talking about Spider-man-like powers (trope Actor Allusion).
Leftover in the model files is a recoloured variant on Chell's Portal model. This was a placeholder for an earlier version of Co-Op mode, in which Chell would be accompanied by another female test subject called Mel. The duo was replaced by Atlas and P-Body, but some of GLaDOS's taunts oriented at this version (mostly comparing weight) were kept because they were funnier with robots. Her animations are specified, but no longer exist.
Unused Animation in Motel room
Some of the items in the Motel room at the start of Portal 2 could fold out. Cut for unknown reasons
Get pictures of the models. These do not look like the ones in the final version.
Figure out what the hell this was for
Scrapped Paint Gun
During the development, the developers used a paintgun for gels. The gun was from a student game called Tag: The Power of Paint, in which the player could paint the enviroment to add and remove paint with various effects. The Repulsion and Propulsion Gels are two of the paints actually used in that game. Developer commentary mentions that the player would be given the gun so they could paint the grounds and walls to complete test chambers, but it would cause confusion towards players not knowing exactly where to place what paint as well as destroy the aesthetic of the game. It was ultimately removed in favor of keeping the game simple by using only your Portal Gun to manipulate puzzles. However, there are traces of it still in the content.
A gel was scrapped during development that allowed players to walk on walls and ceilings. Very similar to Tag: The Power Of Paint's gel.
A Unused gel type that reflects lasers. Added in the PTI update. Can be added into a map by setting the gel type to -1
Pneumatic Diversity Vent
The Pneumatic Diversity Vent was a testing element seen in its demonstrational video, but in the final game it is never used as a testing element and seen only during the ride inside it with Wheatley and dropping bombs.
The game has coded and modeled entities for small fragile spheres called futbols. It comes in two versions, glass and bomb. There are special spawner entities, with models, for both. The bomb version was reused for the redirectable bombs in the final game.
After you acquire the first portal gun (with only one portal), in the room with the jazz music playing, noclip near the exit, and there's a cube out of the map. It is a solid object, doesn't fall down and can't be interacted with. Strange...
In the last chapter when you're launching bombs at Wheatley, if you noclip behind one of the timers and out of the map, there are two rooms with nothing in them. There's reflection, as if there's a light source.
When the map is loaded into the Hammer world editor, you can see a light and a small object in both rooms.
In the tall and slim room, there's a small cube object that goes by the name of "lighting_origin_shields". The class is "path_corner". Strangely though, besides a name change, nothing is different about this prop. There's no inputs, outputs, flags or visgroups selected.
In the short wide room, there's another object, exactly the same as the previous one, but with the name of "lighting_origin_robot_arm".
Are these path_corners/lights used by the game engine somehow, perhaps to simulate lighting effects?