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Portal 2 (Windows, Mac OS X, Linux)
| Portal 2 (Windows, Mac OS X, Linux) |
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Developer:
Valve
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| 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.
| To do: A whole bunch of stuff.
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Contents
Sub-Pages
| Unused Lines Cave Johnson has a lot of unused lines. |
Unused Speech
| To do: More unused GLaDOS taunts, referencing Chell by name, Portal leftovers, and some clip about Cave Johnson talking about Spider-Man-like powers (trope Actor Allusion). Also, upload the dialogue files separately, not merged into one. |
| Listen | Line Summary |
| File:GLaDOS Announcer.mp3 | Unused prerecorded messages from chapter 1 which are replaced by announcer's prerecorded messages. |
| 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. |
Unused Sounds
| Listen | Sound Summary |
|---|---|
| Entering adhesion gel. | |
| Entering adhesion gel 2. | |
| Entering adhesion gel 3. | |
| Exiting adhesion gel. | |
| Exiting adhesion gel 2. | |
| Exiting adhesion gel 3. |
Unused Music
| Listen | Music Summary |
| 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. |
Unused Textures
Mel
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, and 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, and 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, also creating 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).
Adhesion Gel
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 be 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.
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. It replaces the Adhesion Gel that was dummied out before the PTI 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.
Unused Entities
To do:
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Hover Turret
A turret that reused the model of the curiosity core from Portal. It shot a laser, much like other turrets, with the difference of the laser causing damage to the player and having a light blue colored laser. The laser, unlike the Thermal Discouragement Beam, does not impede the player's movement, and does not effect the game environment or game mechanics. It 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 at one time the turret didn't hover, per say, it was attached to the ceiling via a wire. It's also shown (in prerelease screenshots) that it could be carried around like a normal turret. Unfortunately, when spawned today the lack of a model means that it shows up as a bright blue "ERROR" sign, although it still retains its laser function.
Mannequin
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.
Betty
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.
Early 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, 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.
Futbols
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. 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.
Devtest PeTI Puzzle
| To do: 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 Bitmaps
Chicken Icon
This may have been a leftover from the early days from Portal 2's development, in which you'd fight a Chicken.
| To do: Upload the image. |
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, 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 the Portal Gun to manipulate puzzles. It was then reused in the standalone release of the mod Aperture Tag in 2014, which was approved by Valve themselves and is available through Steam.
Unused Content?
| This needs some investigation. 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.
unusedcontent
{
"dir" "maps"
"dir" "materials"
"dir" "models"
"dir" "scenes"
"dir" "sound"
"ignore" ""
"ignore" "reslists"
}
Unused Challenge Mode Map Names
All Single Player mode maps have proper map names, including ones not normally playable on Challenge Mode. These maps and their names are listed on 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 |
| NOTE: Do not appear in Challenge Mode menu even with hacking | ||
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). 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 best scores. Community Data chart is also available on these maps with somewhat expected number of Fewest Portals records.
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