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This game has unused areas.
This game has a prerelease article
|This page sucks.|
If you could make it suck less, that would be awesome.
Specifically: This is a really good game and deserves better than this horribly-formatted todo-filled piece of trash.
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 several questions unanswered, although one was eventually answered as a DLC in The Elder Scrolls V: Skyrim.
A whole bunch of stuff.
- 1 Sub-Pages
- 2 Unused Speech
- 3 Unused Sounds
- 4 Unused Music
- 5 Unused Textures
- 6 Unused Entities
- 7 PeTI
- 8 Pneumatic Diversity Vent
- 9 Paint Fizzler
- 10 Unused Bitmaps
- 11 Unused Map Names
| Unused Lines|
Cave Johnson has a lot of unused lines.
More unused GLaDOS taunts, referencing Chell by name, and Portal leftovers. Also, upload the dialogue files separately, not merged into one.
|Unused prerecorded messages from chapter 1 which are replaced by announcer's prerecorded messages.|
|Unused speech from the scene where GLaDOS is reactivated.|
|These are thought to be 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 has been tampered with or improperly installed. In the PS3 port, this sound is played occasionally when the buttons next to the vitrified test chamber doors are pressed, though it is currently unknown why this is, or if it occurs in other versions of the game.|
|Entering adhesion gel.|
|Entering adhesion gel 2.|
|Entering adhesion gel 3.|
|Exiting adhesion gel.|
|Exiting adhesion gel 2.|
|Exiting adhesion gel 3.|
|5 seconds of pink noise. Likely used for testing.|
|This is supposed to play after jumping a second time trying to say "apple", but another track is used instead.|
|A fragment from "Self Esteem Fund" from the previous game.|
|Workshop maps made in the Perpetual Testing Initiative will randomly choose between five music tracks. This one is listed along with them, but is never chosen.|
Mel was originally to be the main protagonist of Portal 2 before being moved to multiplayer and, unfortunately, eventually cut altogether. Her only valid instance of her appearance (physically) is from a retexture of a Chell model from the original Portal. Her appearance was that of a blue-eyed, blonde haired woman with a light blue jumpsuit, pink gripped Advanced Knee Replacement units, and a Caucasian skin tone. Though she and Chell were meant to appear in multiplayer, they were eventually replaced by Atlas and P-Body.
When Mel was still the main protagonist, it was found that playtesters became disappointed at the fact that GLaDOS didn't recognize them. After being changed to a multiplayer character, the consequence of dying without respawning often made playtesters afraid of experimentation. Thus, Chell was re-introduced as the main protagonist. Atlas and P-Body were used for multiplayer, and were shown being taken apart and re-assembled in different areas to help players (and playtesters) overcome any fear of not being able to respawn. This also creates a reasonable excuse for being able to respawn.
A possible early version of Mel is seen in Portal 2: The Final Hours as a random character in an early jumpsuit design for Chell in Portal. This character had a different face and overall younger appearance than Chell, and is therefore assumed by many to be Mel. Her placeholder texture is still in the game and separate from those of Chell, but lacks animations (although they are specified, they don't exist anymore).
A purple gel which, when used with portals, would allow the player to walk on the walls and ceiling of test chambers. While this may sound neat, it proved to be disorienting and cause motion sickness among playtesters. You also could not use portals while the effects of adhesion gel were taking place (while you were walking on walls/the ceiling). This led to it being cut from the game (and eventually replaced by reflection gel), although the textures are still in the game.
Because the textures are still in game, several community map-makers have tried (with varying success) to implement it in their maps. A video of it (albeit after the effects were removed) can be found here.
An unused gel type that reflects lasers. Added in the PeTI update, and can be added into a map by turning off SmartEdit and setting the gel type to -1. It replaces the Adhesion Gel that was dummied out before the PeTI update was released, but all effects of it are still on this gel.
The gel uses the textures for conversion gel. Due to this and the fact that it is still usable (to some effect), it has been used by some community map-makers in their maps, with only minor problems with animation and textures. A video of the gel can be found here.
Two placeholder graphics found exclusively in the PS3 version of the game.
References to a camera weapon can be found scattered throughout the game files. One of these takes the form of a full unused texture for a camera model, likely a world model, simply named "camera.vtf". In addition, there are references to an HUD icon for this camera at "hud_icon_camera.vtf", along with several other similarly themed cut HUD icons, presumably remnants of F-STOP.
Investigate this. There may be more chicken references left in the code.
The most bizarre entity by far is a chicken. It has a script named "npc_sounds_chicken.txt" with five clucking sounds, a squawk, and a startled noise listed. According to a comment in the script, "strider footsteps are heard everywhere in map". There is also a HUD icon named "hud_loc_chicken" that is empty, but presumably would contain a chicken or some form of chicken-related paraphernalia. There is also a particle named "chicken.pcf", and a sound effect of the Team Fortress 2 grenade launcher named "chicken_tube". The sound file can be heard below.
This NPC was likely a part of F-STOP in some form.
An unused turret with the unique ability to shoot a light blue laser that causes damage to the player. Unlike the Thermal Discouragement Beam, the laser does not impede the player's movement, and does not affect the game environment or mechanics. The turret can still be spawned with cheats, and can be found in-game by using noclip and flying behind the level sign of level 1/19 and looking left. If you go near it, it will give off a blue effect and any captions enabled will scroll left.
Prerelease screenshots show that the turret originally didn't hover, but was attached to the ceiling via a wire, and used the model of the curiosity core from Portal. It could also be carried around like a normal turret. Unfortunately, when spawned in the final game, the lack of a model means that it shows up as a bright blue "ERROR" sign, although it still retains its laser function.
Very early in development, when Portal 2 was still F-Stop (circa 2007), mannequins were prominent where turrets are now. The F-Stop device and mechanics were apparently different, and have been elusive. The mannequins were to be used during F-Stop testing as turrets are used in Portal Gun testing. According to Portal 2: Final Hours, the mannequins were sentient robots who were to rise against Aperture Science.
Along with the F-Stop mechanic, the prequel idea, and the F-Stop device, the mannequins were ultimately cut, although one remains in a deactivated state for testing of turrets.
Back when the game was in early development, Mel was still running around Aperture as the protagonist, and Cave Johnson replaced GLaDOS. The Gyroscopic Liability Absolver and Disc Operating System (otherwise known as Betty) was to introduce the player to new test chambers. She would "roll out after [Cave Johnson] had described the test" and void Aperture Science of any liabilities that may be found during testing. As shown in the image, the early model for Betty was a small morality core attached to a desk lamp with wheels.
Interestingly, the acronym of her name (GLAaDOS) was to be the only reference to GLaDOS, the antagonist from Portal and the final version of this game.
Some of the items in the motel room at the start of the game could fold out. Likely a leftover from the aforementioned F-Stop. As seen in this demo intro, furniture would fold in order to reveal the room being a simulation.
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. Pieces of the wall being sucked away, as in the video, would have to be specifically set up and arranged at points in the map, and wouldn't be as dynamic as it appeared.
While this particle was to be used for the Diversity Vents, they are actually a leftover from Portal - specifically in the second escape map when the player has to smash a pipe to get access to the cubey goodness within.
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. Judging by the map "mp_futbol_01" these are very likely remains of the Competitive Multiplayer Portal 2, which was reworked into Co-op very early on as the matches quickly became hectic and confusing. The objective would have been to redirect a bomb of sorts into other players using portals.
The game has unused point indicators as seen in the first second of the video. Probably used for multiplayer testing or the early multiplayer concept with the Futbols.
Was the editor version "9" when the DLC first came out?
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 Palette and GUI Icons
Upload the rest of the icons.
The folder portal2_dlc2/materials/puzzlemaker/palette contains all of the item and GUI icons, plus several extras not used in-game. These include a crusher, a large Faith Plate, and an unidentifiable "ghost" panel.
Pneumatic Diversity Vent
A mechanic intended for testing only. Intended for sucking up objects into a vent and spewing them out somewhere else.... or just remove them forever. When hacked in normally, it doesn't work. It only works as intended with the usage of Bee Mod, or the Hammer. According to unused screens, the vents could carry a variety of objects, including the cut Hover Turret, chairs, tables, Companion Cubes, and open Fire Turrets.
An unused variant of the fizzler which destroys paint passing through. The entity itself (trigger_paint_cleanser) is used in-game to prevent using paint in certain locations, but it never appears as a fizzler. An unused particle (paint_cleanser.pcf) is present in the game files as a red version of the fizzler from the original Portal. Additionally, Paint Fizzler instances can be found in the instances/gameplay folder.
Interestingly, the only cut map referencing the Paint Fizzler in its name is a co-op map. This implies that paint fizzlers may have been co-op exclusive.
Scrapped Paint Gun
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. However, 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 the Portal Gun to manipulate puzzles. The idea was revived in the standalone release of the mod Aperture Tag in 2014, which was approved by Valve themselves and is available through Steam. The paintgun seen within that is not a C++ entity though, but it makes use of the game's "Vscript" squirrel implementation.
Unused Map Names
All single player maps have proper map names, including ones not normally playable in Challenge Mode. These maps and their names are listed below. The map names are stored in Steam\SteamApps\common\Portal 2\update\resource\basemodui_tu_english.txt.
|Map Name||Translation Token||Challenge Mode Name|
In addition, if the player adds those maps to the Challenge Mode map list (Steam\SteamApps\common\Portal 2\portal2_dlc1\challenge_maplist.txt) the game makes use of those map names in the Challenge Mode menu (except the Credits map, which never appears). They are fully playable although they lack dedicated goal points. The "Level Completed" screen will come up when the player hits the level transition trigger. The Steam server correctly records the player's times and scores. The Community Data chart is also available on these maps, with the somewhat expected number of Fewest Portals records.
Portal 2 keeps a list of resources used in each map under the Portal 2\portal2\reslists folder. Resource lists and sound lists exist for every single-player and co-op map in the game, as well as many, many extras that do not correspond to any map in the final game. Oddly enough, these resource lists don't exist for most of the Art Therapy co-op DLC maps, so these files are possibly not used at all?
Interestingly, there are way more scrapped co-op map ideas than scrapped single-player maps. The used single-player maps all stick to a "sp_a#_MAP_NAME" convention, with # being the "act number" somewhere between one and five. This must have been a late addition, because the old prototype maps don't follow this convention.
You can also see hints of unused concepts in the map filenames, such as adhesion gel ("paint_stick") and rockets.
Unfortunately, these files contain nothing of value, and the maps themselves do not exist in the files. So you can't play any of these concepts, or even see what they looked like. Bummer!
|background_menu||Portal 2 uses background videos, instead of 3D background maps.|
|demo_paint||Portal 2 has no "free demo" version.|
|demo_underground||Nearly identical to sp_a3_03 with slight differences.|
|devtest||Map the developers probably used as a sandbox.|
|e3_paint_jump_bomb_flings||Maps for an E3 demonstration.|
|fizzler_test||A small room testing different fizzlers, including Portal 1's.|
|mp_coop_2guns_bridge_jump||You always have two guns in co-op maps.|
|mp_coop_laser_1||"mp_coop_laser_2" does exist|
|mp_coop_lobby||"mp_coop_lobby_2" does exist, and is the co-op hub room, sans DLC area|
|mp_coop_mic_calibration||A separate map for microphone calibration?|
|mp_coop_paint_bridge_02||"mp_coop_paint_bridge" does exist|
|mp_coop_paint_bridge_intro||Apparently Valve decided bridge painting didn't need an introductory level after all.|
|mp_coop_paint_crazy_box||This map name exists in Art Therapy, suggesting that this was a concept saved for the DLC|
|mp_coop_paint_fizzler_intro||"Paint fizzlers" exist in the game's code, and remove gel passing through them.|
|mp_coop_race_3||"mp_coop_race_2" does exist|
|mp_coop_rat_maze_2||"mp_coop_rat_maze" does exist|
|mp_coop_separation_1||Also re-used for Art Therapy?|
|mp_coop_start_02||"mp_coop_start" exists, and it is the only co-op Calibration Course map.|
|mp_coop_start_03||That means the calibration course was drastically shortened, or merged into one map.|
|mp_coop_start_pax||Likely a version of the calibration course to be shown at PAX demos.|
|mp_coop_start_sfm||A version optimized for the Source Filmmaker? SFM was used for the Portal 2 commercials|
|mp_coop_tractor_up_sfm||Another Filmmaker version...?|
|mp_coop_wall_3||mp_coop_wall_2 exists, it's a light bridge-centric map.|
|mp_futbol_01||Conspicuously, this doesn't contain "coop" in the name. A glass futbol battle arena?|
|portal_placement_on_paint_test||Conversion gel testing, likely.|
|pressdemo_01||Portal 2 press demo given to reporters|
|pressdemo_03_vista||There's constant references to "vista" in the really, really old maps.|
|pressdemo_06_vista||Here's another vista.|
|puzzle_chickens||Indicating that the cut chicken entity was likely a puzzle element...somehow.|
|sp_a1_intro1_new_container||Likely used for playtesting a different form of the "hotel room" you start in.|
|sp_a2_ring_around_turrets||This, sp_a2_turret_tower, and sp_a3_02 were likely cut late in development, as they follow the "sp_a#" naming of the final maps.|
|sp_a3_02||"sp_a3_00", _01, and _03 do exist|
|sp_catapult_laser_flings||Hinting that there were lots of faith-plate chambers Valve was toying with.|
|sp_climb_for_los||Likely related to LOS (line of sight) in some way.|
|sp_glados_01||The overgrown GLaDOS chamber, but has better lighting and fog for some reason|
|sp_incinerator_01||Likely an early incinerator test/mockup.|
|sp_intro_01||sp_a1_introX maps do exist, but they only go up to 7.|
|sp_laserfield_intro||There is only one laserfield in the final, in sp_a4_laser_platform.|
|sp_paint_bridges||Bridge-painting only exists in co-op. There's no SP maps with both gel and a bridge.|
|sp_paint_jump_angled_fling||"jump paint" = blue repulsion gel.|
|sp_paint_jump_crazy_box||"crazy box" likely means a blue-painted cube, as in the existing sp_a3_crazy_box|
|sp_paint_speed_flings||Probably an early version of sp_a3_speed_flings|
|sp_paint_speed_intro||Probably an unused propulsion gel intro, akin to the repulsion gel intro.|
|sp_paint_speed_ramp||Probably an early version of sp_a3_speed_ramp|
|sp_paint_stick_catapult||"Stick paint" was the unused purple adhesion gel.|
|sp_rocket_box_trigger||the "rocket turret", like the one in the ending of Portal?|
|sp_sabotage_jailbreak_03||There's no jailbreak_02, either used or unused. Odd.|
|sp_sabotage_turret_factory||In the final game, you do sabotage a turret factory.|
|world_animation_zoo||Probably a "zoo" map with many common models and their animations.|