Portal 2/Unused Maps
This is a sub-page of Portal 2.
Contents
Uncleaned Maps
The following maps exist only in the Companion Collection and licensee builds, and they are playable on PC version as they share same format. Those maps are included in after game compile, and are stripped down for release version.
demo_underground.bsp
An early version of sp_a3_03. This version starts the player off with PotatOS on their portal gun, lacks Caroline's voice lines, and has a different display case of awards in the lobby. Upon completion, the level attempts to transition into "demo_paint.bsp."
devtest.bsp
The development test map for Portal 2, used to test the game's features. Prior to the PC version being leaked, it was found in PlayStation 3 version of Portal 2 in 25 January 2022.
fizzler_effect_test.ps3.bsp
This map is used to test the final Fizzler effect, it has buttons for toggling the fizzlers and launching a cube. Just like devtest.bsp
, it has been found in PlayStation 3 version of Portal 2 aswell.
fizzler_test.bsp
A simple level made to test the fizzler.
ghostanim_wheatley.bsp
This map appears to be an animation test for the final sequence of the game. The sequence does not begin automatically; it must be triggered using these three console commands:
ent_fire wakeup_relay trigger
ent_fire relay_ghostAnim trigger
ent_fire elevator_start_relay trigger
outro_map.bsp
An early version of the level used for the outro cutscene of the co-op.
outro_map_tint2.bsp
A slightly newer version of the outro cutscene level. This one includes more details near the starting area, such as a fizzler and lasers.
styleguide_office_1980.bsp
A styleguide level for the 1980s-styled offices. This map appears to contain a leak, and is missing several of the models it is supposed to be showcasing, as well as a reference to a missing "aperture_tilefloor001a" texture.
wakeup_anim_test.bsp
A test map for Glados' wakeup animation, as well as her subsequent capturing of Chell and Wheatley. By default, the map is searching for scenes and sounds that no longer exist in Portal 2, and the breaker room sequence does not start.
mp_coop_fling_train.bsp
A full coop chamber, complete with multiple tests, as well as dialogue from Glados. Some textures, sounds, and models are missing, and some sequences are broken or do not start immediately.
Cut Maps
To do: Its not clear what is being said about the PAX demo |
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.
This list does also mention maps that are not in resource lists, but also in game scripts.
Map Name | Notes |
---|---|
aperture_training_doors | F-Stop test map |
background_menu | Portal 2 uses background videos instead of 3D background maps. |
demo_catapult | This map is not seen on PAX East 2011 demo - sp_a2_catapult_intro |
demo_intro | First map seen on PAX East 2011 demo - sp_a1_intro |
demo_lasers | This map is not seen on PAX East 2011 demo - sp_a2_dual_lasers |
demo_paint | Third and final map seen on PAX East 2011 demo - sp_a3_jump_intro |
demo_tbeam | This map is not seen on PAX East 2011 demo - sp_a4_tb_wall_button; Uses glados_wheatley_newbody model instead of monitor version of Wheatley model, according to reslists |
demo_underground | Second map seen on PAX East 2011 demo; nearly identical to sp_a3_03 with slight differences. Found in the Companion Collection and partner build dump. |
demo_wakeup | This map is not seen on PAX East 2011 demo - sp_a1_wakeup |
devtest | Map the developers probably used as a sandbox, found in the PS3 version though only on the disc. |
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. Found in the Companion Collection. |
lab_01 | F-Stop campaign maps. |
lab_02 | |
lab_03 | |
lab_04 | |
lab_intro | |
mp_coop_2guns_bridge_jump | "2guns" was a cut style of co-op level in which one player would have a paint gun and the other a Portal Gun, and could swap them when standing next to each other. In the final game, if a map name contains the string "2guns", it will cause only Atlas to spawn with a portal gun, with a console error showing the game attempting to give P-Body a paint gun but failing due to the entity being disabled.
These map names contain references to wall jumps (repulsion gel) and long jumps (propulsion gel), as well as stick gel and bridge painting. |
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 | This map has actually been found in the Companion Collection. |
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 | Early version of coop hub map. |
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 | There was no press demo given out to reporters, however the prefix has been used to refer to maps shown at E3 and on the teaser videos. 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 | There exist several screenshots of this map on Stephane Gaudette's Portfolio. It is very similar to the final one and was likely the one shown at E3. |
pressdemo_laser_stairs | |
pressdemo_paint_bounce | |
pressdemo_paint_speed | |
pressdemo_reconfigure | Seen in teaser trailer and environment trailer of game |
pressdemo_sphere | Early Version of Secret panel (sp_a1_intro7) |
pressdemo_suction | |
pressdemo_tbeams | |
puzzle_chickens | A leftover map from F-Stop which was testing a puzzle involving chickens. This map contains a barn (likely the one seen in
this concept art), a "barrel machine", a mannequin spawner, an "aperture cleanser", a haybale gameplay element, a chicken nest, and a mousetrap. |
sp_a1_intro1_new_container | Likely used for playtesting a final version 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 | Toxic goo for this map still exists in game files. |
sp_a3_02 | sp_a3_00, _01, and _03 do exist; it is vault door section before it was merged to sp_a3_01. |
sp_angled_bridge | |
sp_assisted_angle_fling | |
sp_bottomless_pit | |
sp_box_goalie | Early version of sp_a1_intro5 (Cube Momentum)? |
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 | Was a Wheatley (act 4) map, presumambly one that was seen in outro of Gamescom Demo Video |
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 | The '.lst' file references Portal Still Alive's Test Chamber 08 Sign Model. It's unknown what this map would have been exactly but might be involved with Flash Version Mappack / Still Alive's Test Chamber 08. |
sp_escape_catapult | |
sp_escape_paint_portal | |
sp_escape_paint_speed_tbeam | |
sp_fling_training | Early version of sp_a1_intro6 (Future Starter)? |
sp_glados_01 | The overgrown GLaDOS chamber, but has better lighting and fog for some reason. |
sp_hole_in_the_sky | |
sp_incinerator_01 | Earlier name for sp_a2_intro (source: glados_scenetable_include.nut) |
sp_intro_01 | sp_a1_intro# maps do exist, but they only go up to 7. Early version of sp_a1_intro1 (Container Ride) |
sp_intro_02 | Early version of sp_a1_intro2 (Portal Carousel) |
sp_intro_03 | Early version of sp_a1_intro3 (Portal Gun) |
sp_intro_04 | Early version of sp_a1_intro4 (Smooth Jazz) |
sp_intro_05 | |
sp_intro_06 | Early version of sp_a1_intro7 (Secret Panel) |
sp_intro_07 | |
sp_intro_08 | |
sp_intro_09 | |
sp_laser_intro | |
sp_laser_power_bridge | |
sp_laser_powered_lift | |
sp_laser_redirect_intro | Earlier name for sp_a2_laser_intro (source: glados_scenetable_include.nut) |
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 | A very early and primitive Propulsion Gel intro, it can be seen at the end of devtest (as evident by door names seen when decompiling the .BSP file.) |
sp_paint_speed_racer | Modified version of the map was uploaded by a Valve employee to the Steam workshop. |
sp_paint_speed_ramp | Probably an early version of sp_a3_speed_ramp. |
sp_paint_speed_rocket | |
sp_paint_stick_catapult | "Stick" paint was the cut Adhesion Gel that let you walk on walls. |
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, or perhaps the Richard Sphere from Core Hub? |
sp_rocket_box_trigger | Likely referring to the rocket turrets seen in the ending of Portal. Portal 2 added some additional features to the rocket turret entity (also partially breaking it in the process), seemingly indicating that they were originally intended to have a larger role in Portal 2. |
sp_rocket_laser_lift | |
sp_rocket_redirect | |
sp_rocket_turret | |
sp_rocket_turret_intro | |
sp_sabotage_tube_ride | Earlier name for sp_a2_bts6 (source: glados_scenetable_include.nut) |
sp_sabotage_01 | |
sp_sabotage_jailbreak2 | Earlier name for sp_a2_bts2 (source: glados_scenetable_include.nut) |
sp_sabotage_jailbreak | Earlier name for sp_a2_bts1 (source: glados_scenetable_include.nut) |
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_sabotage_glados | Earlier name for sp_a2_core (source: glados.nut) |
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. |