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Portal 2 (Windows, Mac OS X, Linux)

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Title Screen

Portal 2

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


AreasIcon.png This game has unused areas.
CharacterIcon.png This game has unused playable characters.
CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
ObjectIcon.png This game has unused objects.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.


PrereleaseIcon.png This game has a prerelease article

SOMETIMES I SEE A TEXT BOX AND I JUST CAN'T HELP MYSSDFGFFDHFGDJGGFSHGDFH
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 in February 2012 as free DLC for The Elder Scrolls V: Skyrim - which ended up raising even more questions.


Hmmm...
To do:
A whole bunch of stuff.

Sub-Pages

Blank.png
Unused Lines
Cave Johnson has a lot of unused lines.

Unused Speech

Hmmm...
To do:
  • More unused GLaDOS taunts, referencing Chell by name, and Portal leftovers.
  • Upload the dialogue files separately, not merged into one.
Listen Line Summary
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 GLaDOS.
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 was heard when the co-op demo was completed when the game was being played at PAX.
A snippet of dialogue from Dr. Kleiner in Half-Life 2, called error.wav in the game files. It plays when the game fails to load a required sound file, something that doesn't usually happen unless the game has been modified or improperly installed. It is most commonly heard in community maps, if custom sounds are not properly packed into the BSP file. It can also rarely be heard in the PS3 port when interacting with the buttons next to the vitrified test chamber doors, though it is unknown why this is, or if it occurs in other versions of the game.

Unused Sounds

Even though the Adhesion Gel was cut, the sounds for it still exist in the final game.
Listen Sound Summary
5 seconds of pink noise. Likely used for testing.
Entering adhesion gel.
Exiting adhesion gel.
Unused paint idle SFX.
Unused paint trickling sound effect.

Portal Leftovers

Listen Sound Summary
Portal leftovers.
Turrets
Unused line for when the player is spotted by a Turret.
Unused line for when a Turret is searching for the player.
Unused line for when a Turret is shooting at the player.
Unused lines for when the player knocks down a Turret.
Unused lines for when the player picks up a Turret.

Unused Music

Listen Music Summary
A beep sound that was used as a placeholder for the real music cues. This is the same beep that is used in Half-Life 2 when you die.
This was originally meant to play after jumping a second time trying to say "apple", but its soundscript points to the final track, causing that to be used instead.
A fragment of "Self Esteem Fund" from Portal, followed by a spark sound effect.
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.

Turret Wife Serenade's Internal Name

Going through game_sounds_music_a2.txt will reveal the internal, possibly original, name for the "Turret Wife Serenade" track.

//
// sp_a2_laser_vs_turret
//
// Ode to Lamkin
"music.sp_a2_laser_vs_turret_r1"

Unused Textures

Adhesion Gel

Adhesion Gel in-game.
Unused Adhesion Gel signage texture.

A 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. This led to it being cut from the game and eventually replaced by reflection gel. The gel was made purple as a placeholder during development; a final color was never decided on before the gel's removal. All of the Adhesion Gel-related textures and particles remain in the final game. Because of this, 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.

Note that "Adhesion Gel" is a fan-made name. It has never been officially used by Valve, who simply call it "sticky gel" or "stick paint". However, the term has become almost universally known within the community, so it is used here.

Reflection Gel

Reflection Gel

An unused gel type that reflects lasers. Added in the PeTI update, and can be added into a map by setting the Paint Type keyvalue to 1 (Stick). It replaces the Adhesion Gel that was dummied out before the PeTI update was released, although it still contains all of the Adhesion Gel effects that made it into the final game.

The gel uses the same color as conversion gel when painted on a surface, but the blob texture is separate and can be customized in maps. 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.

Placeholder Graphics

Programmer Art
PROGRAMMER ART PROGRAMMER ART PROGRAMMER ART

Two placeholder graphics found exclusively in the PS3 version of the game.

Unused Entities

Hmmm...
To do:
  • Parts of this section could use more information, and a good rewrite.
  • Get better/more pictures of the furniture models, as they don't look like the ones in the final version.
  • A few of these things (e.g. Betty) need to go on the prerelease page if they don't exist in the final game.
  • Upload the rest of the HUD icons.

Schrödinger's Cube

Now you're thinking with quantum-entangled laser cubes.

The Schrödinger's Cube is an unused Reflection Cube variant introduced in the Peer Review DLC. It is implemented as cube type 5 on the existing prop_weighted_cube entity. The cubes would be placed in pairs and linked together. When a laser enters one cube, it will come out of the cube it is linked to. Fizzling or painting one cube will also do the same to the other one (a behavior which is mentioned in The Final Hours of Portal 2). Additional skin slots were added to the reflection cube model and are used for these, though the textures themselves are missing.

While fully implemented in the game, the Schrödinger's Cube is not usable in maps, as Valve hardcoded them to change into normal reflection cubes on spawn. As a result, they are unable to link together, and do not do anything even if the cube type is changed mid-map, though they will use the correct skins in this case. It's possible to re-enable them by changing a specific byte in the DLL using a hex editor. The mod Portal 2: Community Edition has also re-enabled the cubes by default.

Hmmm...
To do:
What byte needs to be changed to enable this?

The Schrödinger's Cube is unrelated to the used "Schrodinger's Catch" achievement. According to comments in the code, Valve intended to re-enable them in the Perpetual Testing Initiative update. Clearly they forgot to do that.

Camera

camera.vtf

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.

hud_icon_camera.vtf

Chicken

Hmmm...
To do:
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". There is also a particle named chicken.pcf, and a sound effect of the Team Fortress 2 grenade launcher named "chicken_tube" (see below):

This NPC was likely a part of F-Stop in some form.

hud_loc_chicken.vtf

Hover Turret

Hover turret

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 does not appear in any of the final game's maps, but can be spawned using the developer console. 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.

Pre-release 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.

Early Furniture

The furniture.

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.

broken_tube_suck

The particles used for the cut Pneumatic Diversity Vent (see the Prerelease page) still exist in the final game under the name broken_tube_suck. As the vents are not used, neither are the particles. While this 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.

Futbols

The glass futbol.
The bomb futbol.

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 with a different model. 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.

Point Indicators

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.

Puzzle Maker

Devtest Puzzle

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 most items available in the editor placed in a room the same size as, and obviously based on, the blank template. Several of the items are missing connections. This was likely done because the level was only meant to test the editor rather than gameplay; these items appear to have had the same settings in the editor version this map was made in.

P2C Format Differences

The devtest puzzle's "Version" line (which is the version of the editor the puzzle was last saved in) has a value of 9. The earliest public release of the Puzzlemaker had a version number of 12, indicating that this map was made in an early version of the editor. Upon loading the map, the Puzzlemaker will convert it through each consecutive version up to 14 (the latest version), creating a backup of the puzzle before each conversion. By comparing these backups, we can determine roughly what was changed in each editor version.

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: If these conversion paths still exist in the code, the ones for Versions 1-8 likely do as well. See if we can figure out what those are.

v9 -> v10

  • Floor buttons, cubes, and paint splats are merged into single items with type dropdowns, instead of having separate IDs.
Original ID Combined ID
ITEM_BUTTON_WEIGHTED
ITEM_BUTTON_CUBE
ITEM_BUTTON_SPHERE
ITEM_BUTTON_FLOOR
ITEM_CUBE_WEIGHTED
ITEM_CUBE_COMPANION
ITEM_CUBE_REFLECTOR
ITEM_CUBE_SPHERE
ITEM_CUBE
ITEM_PAINT_BOUNCE
ITEM_PAINT_SPEED
ITEM_PAINT_PORTAL
ITEM_PAINT_WATER
ITEM_PAINT_SPLAT

v10 -> v11

  • Appear to be identical.

v11 -> v12

  • ITEM_GLASS becomes ITEM_BARRIER, to support Grating.

v12 -> v13

  • The voxel format is redesigned, drastically reducing the size of the file.
  • The Voxels block previously contained many individual Voxel blocks, each one representing a single voxel.
  • It now contains Solid, Portal0, Portal1, and Portal2 blocks.
  • Each of those contains several Z# blocks corresponding to each vertical layer of the map
  • Each of those then contains several Y# blocks corresponding to each row of voxels on the Y axis.
  • Finally, each of those contains a series of binary values corresponding to each voxel along the X axis. For the Solid block, 1 is solid and 0 is open. For the Portal blocks, 0 is black and 1 is white.

v13 -> v14

  • Co-op entrance/exit doors are added. Both are given connection count and Start Open properties.
  • Two additional CONNECTION_BARRIER_ANCHOR_TO_EXTENT connections are added, linking the singleplayer and co-op doors for switching modes.

Resave

Upon resaving the map in the latest version of the editor, several additional changes occur:

  • The map title, description, etc. lines are added.
  • Connection Visibility properties are added.
  • The door visibility properties are added.
  • Corridor ID properties are added - it seems there was no corridor randomization originally.
  • The funnel and cube dropper both have connection counts of 0, which are changed to the correct 1 after a resave.
  • Cube Droppers have the non-deletable flag, which is removed.
  • Cube Droppers' item_fall_straight_down property is added.
  • Track Platforms' starting positions, travel distances, and travel directions are set, though the properties themselves were present before.
  • Barrier Type is added to Glass.
  • The Piston Platform auto-trigger property is added, and the bottom/top levels are both increased by 1.
  • Gel Droppers have a "vertical alignment" property, which is removed. This would presumably be set depending on whether it was on the ceiling dropping gel straight down, or on walls launching it out. The Allow Streaks and paint_export_type properties are also added.
  • Connection count and Start Open are removed from the Co-op entrance door.
  • Start Open is changed to Start Locked on the Co-op exit door.

Unused Palette and GUI Icons

Hmmm...
To do:
Upload the rest of the icons.

CrusherFaith Plate

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.

Paint Fizzler

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, implying that Paint Fizzlers may have been Co-op exclusive.

Unused Bitmaps

Scrapped Paint Gun

Portal 2-swap guns indicator.png

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 Aperture Tag mod in 2014, which was approved by Valve themselves and is available through Steam. The paint gun seen there is not a C++ entity, though, but simply changes the Portal Gun model and uses standard Source entities to make it shoot paint.

Many paint gun-related assets remain in the game files, including HUD icons and particles. Two entities for the paint gun, weapon_paintgun and item_paint_power_pickup, appear in Hammer. However, they are no longer implemented in the engine and will not spawn in-game.

Pirate Speak

Warnin': Core be overheatin'. We be forseein' a nuclear meltdown

Added in an update on October 31, 2018 according to SteamDB, Portal 2 has translation files for a pirate language. This does not appear in the list of available languages in Steam. The only way to enable it is by adding -language pirate to the game's launch parameters, or replacing the files for another language. Only some text is changed, with others either using their default English strings or not appearing at all.

None of the audible voice lines are translated, but subtitles are, though the subtitles are not used by default as there is no subtitles_pirate.dat file. This can be fixed by running subtitles_pirate.txt through captioncompiler.exe, located in Portal 2/bin/.

Unused Map Names

Challenge Mode

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
Chapter 1
sp_a1_intro1 SP_MAP_NAME_CH1_MAP1 Container Ride
sp_a1_intro2 SP_MAP_NAME_CH1_MAP2 Portal Carousel
sp_a1_intro7 SP_MAP_NAME_CH1_MAP7 Secret Panel
sp_a1_wakeup SP_MAP_NAME_CH1_MAP8 Wakeup
Chapter 2
sp_a2_laser_intro SP_MAP_NAME_CH2_MAP1 Laser Intro
sp_a2_catapult_intro SP_MAP_NAME_CH2_MAP5 Catapult Intro
Chapter 5
sp_a2_bts6 SP_MAP_NAME_CH5_MAP4 Tube Ride
sp_a2_core SP_MAP_NAME_CH5_MAP5 Core
Chapter 6
sp_a3_00 SP_MAP_NAME_CH6_MAP1 Long Fall
Chapter 8
sp_a4_intro SP_MAP_NAME_CH8_MAP1 Test
Chapter 9
sp_a4_finale1 SP_MAP_NAME_CH9_MAP1 Finale 1
Chapter 10
sp_a5_credits SP_MAP_NAME_cH10_MAP1 Credits

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.

Cut Maps

Portal 2 keeps a list of resources used in each map under the Portal 2\portal2\reslists folder. These files are used when downloading the game to determine what assets are needed to load each map, but do not serve any purpose after that. 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. No resource lists exist for the Art Therapy co-op DLC maps, or anything added in the PeTI update.

Interestingly, there are way more cut co-op maps than cut single-player maps. The used single-player maps all stick to a "sp_a#_MAP_NAME" convention, with # being the "act number" somewhere between 1 and 5. This must have been a late addition, as 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, the contents of these files are of little value, and the maps themselves do not exist in the files.

Map Name Notes
aperture_training_doors
background_menu Portal 2 uses background videos instead of 3D background maps.
demo_catapult Portal 2 has no publicly-available demo version.
demo_intro
demo_lasers
demo_paint
demo_tbeam
demo_underground Nearly identical to sp_a3_03 with slight differences.
demo_wakeup
devtest Map the developers probably used as a sandbox.
e3_paint_jump_bomb_flings Maps for an E3 demonstration.
e3_paint_speed
e3_paint_speed_tbeam
e3_suction
e3_trust_fling
fizzler_test A small room testing different Fizzlers, including ones from Portal.
lab_01 F-Stop maps.
lab_02
lab_03
lab_04
lab_intro
mp_coop_2guns_bridge_jump Likely referring to the paint gun - either both players would have had both guns, or one player would have had a paint gun and the other a Portal Gun (like in Aperture Tag). Adhesion Gel references can also be seen here.
mp_coop_2guns_bridge_stick
mp_coop_2guns_bridges
mp_coop_2guns_bridges2
mp_coop_2guns_flingstick
mp_coop_2guns_guardian
mp_coop_2guns_intro
mp_coop_2guns_longjump_intro
mp_coop_2guns_longjumps
mp_coop_2guns_swap
mp_coop_2guns_walljumps
mp_coop_animation_test
mp_coop_button_tower
mp_coop_crusher
mp_coop_double_catch
mp_coop_dueling_tbeams
mp_coop_fling_train
mp_coop_laser_1 "mp_coop_laser_2" does exist.
mp_coop_laser_3
mp_coop_laser_bypass
mp_coop_laser_redirect
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_1 "mp_coop_race_2" does exist.
mp_coop_race_3
mp_coop_rat_maze_2 "mp_coop_rat_maze" does exist.
mp_coop_rocket_block
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 Source Filmmaker? SFM was used for the Portal 2 commercials.
mp_coop_tbeam_1
mp_coop_tbeam_fling_float_1
mp_coop_tractor_up_sfm Another Filmmaker version...?
mp_coop_trap_1
mp_coop_vertical_crushers
mp_coop_vista
mp_coop_wall_1 mp_coop_wall_2 exists, and is a light bridge-centric map. mp_coop_wall_5 also exists.
mp_coop_wall_3
mp_coop_wall_4
mp_coop_wall_6
mp_coop_wall_catch
mp_coop_wall_intro_train
mp_coop_wall_stop
mp_coop_wall_straight_jump
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. There's constant references to "vista" in these maps. The final game uses this term to refer to the large, open behind-the-scenes areas.
pressdemo_02
pressdemo_03
pressdemo_03_vista
pressdemo_04
pressdemo_05
pressdemo_06
pressdemo_06_vista
pressdemo_coop_doors
pressdemo_coop_laser_2
pressdemo_coop_laser_crusher
pressdemo_coop_paint
pressdemo_coop_paint_come_along
pressdemo_coop_race_2
pressdemo_coop_straight_jump
pressdemo_coop_wall_5
pressdemo_coop_wall_catch
pressdemo_coop_wall_intro
pressdemo_glados
pressdemo_laser_stairs
pressdemo_paint_bounce
pressdemo_paint_speed
pressdemo_reconfigure
pressdemo_sphere
pressdemo_suction
pressdemo_tbeams
puzzle_chickens Indicating that the cut chicken entity was somehow a puzzle element?
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_a2_turret_tower
sp_a3_02 sp_a3_00, _01, and _03 do exist.
sp_angled_bridge
sp_assisted_angle_fling
sp_bottomless_pit
sp_box_goalie
sp_box_over_goo
sp_bridge_climb
sp_bridge_laser
sp_building_the_floor
sp_catapult_box_smuggle Hinting that there were lots of Faith Plate chambers Valve was toying with.
sp_catapult_course
sp_catapult_fling_intro
sp_catapult_laser_flings
sp_catapult_multifling
sp_catapult_over_tower
sp_checkpoint_intro
sp_climb_for_los Likely related to LOS (line of sight) in some way.
sp_crusher_intro
sp_destroyed_still_alive
sp_escape_catapult
sp_escape_paint_portal
sp_escape_paint_speed_tbeam
sp_fling_training
sp_glados_01 The overgrown GLaDOS chamber, but has better lighting and fog for some reason.
sp_hole_in_the_sky
sp_incinerator_01 Likely an early incinerator test/mockup.
sp_intro_01 sp_a1_intro# maps do exist, but they only go up to 7.
sp_intro_02
sp_intro_03
sp_intro_04
sp_intro_05
sp_intro_06
sp_intro_07
sp_intro_08
sp_intro_09
sp_laser_intro
sp_laser_power_bridge
sp_laser_powered_lift
sp_laser_redirect_intro
sp_laser_relay_bridges
sp_laserfield_intro There is only one laser field in the final, in sp_a4_laser_platform.
sp_paint_box_slime_hop
sp_paint_bridges Bridge-painting only exists in co-op. There's no single-player maps with both gel and a bridge.
sp_paint_jump_angled_fling "jump paint" = blue Repulsion Gel.
sp_paint_jump_artillery
sp_paint_jump_box_wall_jumps
sp_paint_jump_clean_box
sp_paint_jump_crazy_box "crazy box" likely means a blue-painted cube, as in the existing sp_a3_crazy_box.
sp_paint_jump_flings
sp_paint_jump_intro
sp_paint_jump_pinball
sp_paint_jump_redirect_bomb
sp_paint_jump_spiral_jumps
sp_paint_jump_tbeam
sp_paint_jump_trampoline_intro
sp_paint_jump_wall_jumps
sp_paint_jump_wall_jumps_gap
sp_paint_portal_placement
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_racer
sp_paint_speed_ramp Probably an early version of sp_a3_speed_ramp.
sp_paint_speed_rocket
sp_paint_stick_catapult "Zstick paint" was the cut Adhesion Gel.
sp_paint_stick_climber
sp_paint_stick_cube_painting
sp_paint_stick_fling
sp_paint_stick_goo
sp_paint_stick_intro
sp_paint_stick_jump
sp_paint_stick_jump_fling
sp_proto_sphere_escape
sp_proto_sphere_intro
sp_proto_sphere_reroute
sp_pull_to_fling
sp_richard_sphere Likely refers to Wheatley's placeholder voice actor during development, Richard Lord.
sp_rocket_box_trigger Possibly referring to the "rocket turret", like the one in the ending of Portal?
sp_rocket_laser_lift
sp_rocket_redirect
sp_rocket_turret
sp_rocket_turret_intro
sp_sabotage_tube_ride
sp_sabotage_01
sp_sabotage_jailbreak
sp_sabotage_jailbreak_03 There's no jailbreak_02, either used or unused. Odd.
sp_sabotage_offices
sp_sabotage_panel_sneak
sp_sabotage_turret_factory In the final game, you do sabotage a turret factory.
sp_security_intro
sp_shoot_through_wall
sp_sphere_2nd_encounter
sp_sphere_3rd_encounter
sp_sphere_intro
sp_sphere_wall
sp_suction_turrets Diversity Vents?
sp_tbeam_box_over_goo
sp_tbeam_box_smuggle
sp_tbeam_ceil_button
sp_tbeam_cut
sp_tbeam_get_height
sp_tbeam_goo_ride
sp_tbeam_turret_towers
sp_tbeam_wall_button
sp_temp_portal_gun
sp_temp_sphere_1
sp_temp_sphere_2
sp_temp_sphere_3
sp_temp_sphere_4
sp_tube_blockage
sp_tube_vista Vista again!
sp_turret_intro
sp_turret_islands
sp_unassisted_angle_fling
sp_under_cave_transition_1
sp_under_cave_transition_2
sp_under_liftshaft
sp_under_potatos
sp_under_stick_catapult
sp_under_stick_goo
sp_under_stick_intro
sp_underground_paint_stick_goo
sp_vista_placeholder Another vista.
sp_vista_roast_beef Related to the removed roast beef dinner. Quote from The Final Hours of Portal 2: "...In one sequence that didn't make the final game, players would arrive at the start of the new puzzle and see a candlelit roast beef dinner sitting on a table, prepared by GLaDOS. Coming closer, you realize the roast beef is ice-cold, and then hear GLaDOS chastising you for missing dinner because you were too busy cheating on her with a personality sphere."
world_animation_zoo Probably a "zoo" map with many common models and their animations.

Hidden Monitor

Portal 2 monitor behind 1.png
Portal 2 monitor behind 2.png

The area where Wheatley announces his upcoming big surprise includes a monitor. This monitor acts like the other ones and can be broken (complete with Wheatley complaining about it), but it is never triggered to extend and can only be seen by using the developer console. The command ent_fire wheatley_monitor-relay_deploy_15degrees trigger will manually trigger the monitor.