Portal 2

From The Cutting Room Floor
Jump to: navigation, search

Title Screen

Portal 2

Developer: Valve
Publisher: Valve
Platforms: Windows, Mac OS X
Released in US: April 19, 2011
Released in EU: April 21, 2011

AreasIcon.png This game has unused areas.
GraphicsIcon.png This game has unused graphics.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.

Cactus 2.0!
This article or section is just getting started and doesn't have much content.
Help us out and expand it with information!
Careful, you'll lose an eye.
This page needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

Portal 2 doesn't have any cake, but there's plenty of space to move around and find unused things in. The game's ending leaves a lot of questions unanswered, although one was eventually answered as a DLC in The Elder Scrolls V: Skyrim.

To do:
Interesting things in scripts.
  • Unused music and other interesting script things.
  • Other unused music?
  • Entities to check out.
  • There's more stuff on various Wikis: Valve Developer Community, The Portal Wiki, and maybe the Combine OverWiki or Half-Life Wiki.
  • Is the source code officially released somewhere (via the Source SDK or some other version of the game)?
  • Revisional differences.
  • Internal comment node names.
  • PTI unused content was removed in later updates, although these files are still available online.



Unused Lines
Cave Johnson has a lot of unused lines.

Unused Speech

Listen Line Summary
These are from an unfinished scene in which you'd hear a recording of Caroline getting forcibly turned into an AI.
Extended unused speech of Wheatley talking about nanobots. The dialogue is shortened in the final.
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.
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.
A snippet of dialogue from Dr. Kleiner in Half-Life 2. It's listed as "error.wav" in the game files, and it plays when the game fails to load a required file, something that doesn't really happen unless the game is tampered with.
To do:
More unused GLaDOS taunts, referencing Chell by name. Also, some clip about Cave Johnson talking about Spider-Man-like powers (trope Actor Allusion).

Unused Textures


To do:
More prerelease info.
Oh, it's you.

Present in the model files is a recolored 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 named Mel. The duo was replaced by Atlas and P-Body, but some of GLaDOS' taunts oriented at this version (mostly comparing weight) were kept because they were funnier with robots.

Her animations are specified, but no longer exist.

Surface-Walking/Sticky Gel

A gel scrapped during development that allowed players to walk on walls and ceilings. Very similar to the gel in Tag: The Power of Paint.

Reflection Gel

An unused gel type that reflects lasers. Added in the PTI update, and can be added into a map by turning off SmartEdit and setting the gel type to -1.

To do:
Add photos.

Unused Entities

To do:
  • This section sucks.
  • Get pictures of the furniture models, as they don't look like the ones in the final version.

Early Furniture

Some of the items in the motel room at the start of the game could fold out. Cut for unknown reasons.


The particles used for the cut Pneumatic Diversity Vent, seen in a prerelease demonstration video, still exist in the final game under the name broken_tube_suck.

The tubes are not set up to suck up in the final game, but the tubes are used to dispense some objects and to carry the player in plot sequences.

The testing apparatus can be recreated using the used tube props, standard source engine entities, and the unused particles. That said, it is not known how Valve used it to suck away pieces of the wall as seen in the video.


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.

Devtest PeTI Puzzle

To do:
Was the editor version "9" when the DLC first came out?
Portal 2-devtest.png

Present in SteamApps\common\Portal 2\sdk_content\puzzles is devtest.p2c, a Perpetual Testing Initiative custom puzzle made by the developers to test the editor. You can play and edit it by copying the file into SteamApps\common\Portal 2\portal2\puzzles\your_steam_id. It appears as a nameless entry under Create Test Chambers. It has no image, and appears to have every object available in the editor placed in a room the same size as, and obviously based on,- the blank template. The line "Version" (which is the version of the editor the puzzle was made in) has the value "9", rather than "14".

Three of the Cube Droppers are missing connections. This is either because the level was only meant to test the editor rather than gameplay, or Cube Droppers had different settings in earlier versions of the editor.

Unused Bitmaps

Chicken Icon

To do:
Upload the image and figure out what the hell this was for.

Scrapped Paint Gun

Swap guns indicator.jpg

During 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 environment 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.

Unused Level Feature

To do:
If this is just a source engine workaround, is this really needed?
Portal 2 Cube.PNG

After acquiring 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 outside the map. It is a solid object, doesn't fall down, and can't be interacted with. These exist in some maps in the first game as well.

These were placed around the levels to have an area where GLaDOS could speak without resorting to more complicated ideas.

Unused Content?

Elementary, my dear Cactus.
This needs some investigation. There's something there, we're just not sure how to access it yet.
Discuss ideas and findings on the talk page.
Specifically: What is its purpose?

There is a text file called unusedcontent.cfg which appears to be a list of directories, with some commented out or removed.

	"dir"		"maps"
	"dir"		"materials"
	"dir"		"models"
	"dir"		"scenes"
	"dir"		"sound"
	"ignore"	""
	"ignore"	"reslists"