List of Portal 2 Map Resources

Some information on this page may contain plot spoilers. Continue reading at your own risk.

There are useful examples and resources that can be looked at within the official Portal 2 maps. Portal 2 Authoring Tools comes with a sdk_content folder, that shows source map files of a very few maps for Singleplayer and Coop.
Below is a list of official maps and its special resources. This list is there to help find more examples and instances.
List of Maps and Resources
Singleplayer
Maps are in order of "sp_transition_list.nut"
Thumbnail | Map Name | Noteable Resources | Special instances used | Other notes | |||||
---|---|---|---|---|---|---|---|---|---|
Act 1 | |||||||||
- | sp_a1_intro1 | ||||||||
- | sp_a1_intro2 | ||||||||
- | sp_a1_intro3 | ||||||||
- | sp_a1_intro4 | ||||||||
- | sp_a1_intro5 | ||||||||
- | sp_a1_intro6 | ||||||||
- | sp_a1_intro7 | ||||||||
- | sp_a1_wakeup | ||||||||
Act 2 | |||||||||
- | sp_a2_intro | Transition teleportation point is set to @incinerator
| |||||||
- | sp_a2_laser_intro | ||||||||
- | sp_a2_laser_stairs | ||||||||
Loading Screen | sp_a2_dual_lasers | ||||||||
- | sp_a2_laser_over_goo | ||||||||
- | sp_a2_catapult_intro | ||||||||
- | sp_a2_trust_fling | - | chamber_hallways/entry_hallway_tall_dirty_nocaps_bustfloor |
Map available in sdk_content folder.
| |||||
- | sp_a2_pit_flings | ||||||||
- | sp_a2_fizzler_intro | ||||||||
- | sp_a2_sphere_peek | ||||||||
- | sp_a2_ricochet | ||||||||
- | sp_a2_bridge_intro | ||||||||
- | sp_a2_bridge_the_gap | ||||||||
- | sp_a2_turret_intro | ||||||||
- | sp_a2_laser_relays | ||||||||
- | sp_a2_turret_blocker | ||||||||
- | sp_a2_laser_vs_turret | ||||||||
- | sp_a2_pull_the_rug | ||||||||
- | sp_a2_column_blocker | Map available in sdk_content folder.
| |||||||
- | sp_a2_laser_chaining | ||||||||
- | sp_a2_triple_laser | ||||||||
- | sp_a2_bts1 | ||||||||
- | sp_a2_bts2 | Level starts without elevator and no transition teleportation. | |||||||
- | sp_a2_bts3 | ||||||||
- | sp_a2_bts4 | ||||||||
- | sp_a2_bts5 | ||||||||
- | sp_a2_bts6 | tube_ride_viewproxy | |||||||
- | sp_a2_core | ||||||||
Act 3 | |||||||||
- | sp_a3_00 | Transition teleportation point is set to @bottomless_pit
| |||||||
- | sp_a3_01 | ||||||||
- | sp_a3_03 | ||||||||
- | sp_a3_jump_intro | Transition teleportation point: @test_dome_lift
| |||||||
- | sp_a3_bomb_flings | Transition teleportation point: @test_dome_lift
| |||||||
- | sp_a3_crazy_box | Transition teleportation point: @test_dome_lift
| |||||||
- | sp_a3_transition01 | Transition teleportation point: @test_dome_lift
| |||||||
- | sp_a3_speed_ramp | Map available in sdk_content folder.Transition teleportation point: @test_dome_lift
| |||||||
- | sp_a3_speed_flings | Transition teleportation point: @test_dome_lift
| |||||||
- | sp_a3_portal_intro | Transition teleportation point: @test_dome_lift
| |||||||
- | sp_a3_end | Transition teleportation point: @hallway
| |||||||
Act 4 | |||||||||
- | sp_a4_intro | ||||||||
- | sp_a4_tb_intro | ||||||||
- | sp_a4_tb_trust_drop | ||||||||
- | sp_a4_tb_wall_button | ||||||||
- | sp_a4_tb_polarity | ||||||||
- | sp_a4_tb_catch | ||||||||
- | sp_a4_stop_the_box | ||||||||
- | sp_a4_laser_catapult | Map available in sdk_content folder.
| |||||||
- | sp_a4_laser_platform | ||||||||
- | sp_a4_speed_tb_catch | ||||||||
- | sp_a4_jump_polarity | ||||||||
- | sp_a4_finale1 | ||||||||
- | sp_a4_finale2 | Transition teleportation point: @hallway
| |||||||
- | sp_a4_finale3 | Transition teleportation point: @hallway
| |||||||
- | sp_a4_finale4 | Transition teleportation point: @hallway
|
Act 5 | ||||||
- | sp_a5_credits |
Coop
By default available .VMF files
These can be found in the sdk_content folder, available when installing Portal 2 Authoring Tools, along with instances.
- sp_a2_column_blocker
- sp_a2_trust_fling
- sp_a3_speed_ramp
- sp_a4_laser_catapult
- mp_coop_doors
- mp_coop_paint_red_racer
- zoo_mechanics
References
Transition Teleportation Point
This article Elevator_(Portal_2) explains how to create elevators by using instances. The problem is, those instances were specifically created for the singeplayer mode, if you want to customize something specific such as whetever to spawn with or without a Portalgun, you would have to customize the instance or the VScript. If you're creating a workshop map, it's better to create a instance or a customized VScript, packed within the BSP.
Most of those transitions use update/scripts/vscripts/transitions/sp_transition_list.nut
as a VScript file and call the function OnPostTransition()
within it. This will loop through the table scanning for the current map. When the map was found and there's no entry in the table before the map, starting with the character @
, then by default it will try to teleport to @elevator_entry_teleport
and @arrival_teleport
.
