Modified Fizzler Fields
Modified fizzler fields are a custom element that is not shipped with Portal 2. It's basically a modified Emancipation Grid that behaves differently depending on the color of the field. This testing element for the map Penrose[1] which can be found at www.thinkingwithportals.com.
Creation
This assumes you have a level to put the fields in. If not, Level_Design_Introduction_(Portal_2)/Your_First_Level will show you the basics. You will also need to have downloaded the texture pack that contains the custom fizzler textures: [2]
Green Fizzler Field (Surface Division Field)
It is a good idea to always make sure the Surface Division Field is fully enclosed. This means if you want it to stand in the middle of a room, you must build a frame around it (top, bottom, and both sides). If you don't do this, you will get an error when you try to compile the level.
1. Create a Trigger portal cleanser that is 128*128*1. Make sure it is only 1 unit thick or it will look very strange when you pass through it.
2. Texture all of it in tools/nodraw.
3. Texture the faces you will see with fr_surface_division_field.
4. Create a Linked portal door and apply with the following settings:
Property Name Value Name green_field_1 Linked Partner green_field_2 Width 64 Height 64 Visible Yes
This will create the linked_portal_door in the exact center of the trigger_portal_cleanser. Of course, if you made the trigger_portal_cleanser a different size, you will want to make the linked_portal_door a different size.


Orange Fizzler Field (Force Deflection Field)
This field is created in much the same way as the green field. It however has few differences as well.
1. Create a func_brush and texture it like you did the surface division field, except use fr_force_deflection_field.
2. Set it as follows:
Property Name Value Solidity Never Solid
Make sure the ignore player +use flag is checked.
3. Create a second func_brush and texture it with tools/invisible. Again, make sure to check Ignore player +USE.
4. Create a func_clip_vphysics and texture it with tools/playerclip. You can find the "tools/" texture by searching for "tools" in the texture browser.

Yellow Fizzler Field (Matter Inquisition Field)
This field will fizzles things and blocks portals but does not reset portals.
1. Create a field as you did with the green field, steps 1 and 2.
2. Texture the face of the field with fr_matter_inquisition_field.
3. Uncheck the Clients flag and check the Physics Objects flag under flags.
4. Set the field as follows:
Property Name Value Visible Yes
Purple Fizzler Field (Compressed Smoke Field)
This field will block everything. It acts like a glass wall.
1. Create the field as above.
2. Texture the field with fr_compressed_smoke_field.
3. Create a func_brush and texture it with tools/playerclip.
4. Set the trigger_portal_cleanser as:
Property Name Value Visible Yes