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Portal 2/Unused Maps

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This is a sub-page of Portal 2.

PS3 Exclusive Devtest Maps

The PlayStation 3 version of Portal 2, while also containing placeholder textures, was the first place where the devtest.bsp map was found. The map can be decompiled and recompiled via BSPSource, and is fully playable as shown in the videos below.

fizzler_effect_test.ps3.bsp

Found alongside the ps3 devtest map is a simple map for testing the Fizzler effect, its similar in function to the companion collection's fizzler_test.bsp map but has buttons for toggling the fizzlers and launching a cube.

Uncleaned Maps

The following maps exist only in the Companion Collection and partner dump builds, however they can be used on the PC version of the game by extracting the map files.

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

Functionally identical to the PlayStation 3 version, this devtest has the benefit of not needing to be decompiled or modified to work.

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

Hmmm...
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 Probably the map shown in the Repulsion Gel demo video.
pressdemo_paint_speed Probably the map shown in the Propulsion Gel demo video.
pressdemo_reconfigure
pressdemo_sphere Probably the map shown in the Meet Wheatley E3 Demo.
pressdemo_suction Probably the map shown in the cut Pneumatic Vent demo video.
pressdemo_tbeams Probably the map shown in the Thermal Discouragment Beam demo video.
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
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 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
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.
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 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.
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.