List of Portal 2 Map Resources

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Spoiler Warning
Some information on this page may contain plot spoilers. Continue reading at your own risk.
Warning.pngWarning:Article contains a thumbnail of maps from Portal 2, to help map creators find the map they're searching for.

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
Portal2map sp a1 intro1.jpg sp_a1_intro1
Portal2map sp a1 intro2.jpg sp_a1_intro2
Portal2map sp a1 intro3.jpg sp_a1_intro3
  • Departure Elevator Cleaning
  • Portal2map sp a1 intro4.jpg sp_a1_intro4
  • Glass break on stand
  • Portal2map sp a1 intro5.jpg sp_a1_intro5
    Portal2map sp a1 intro6.jpg sp_a1_intro6
    Portal2map sp a1 intro7.jpg sp_a1_intro7
    Portal2map sp a1 wakeup.jpg sp_a1_wakeup
    Act 2
    Portal2map sp a2 intro.jpg sp_a2_intro
  • Camera Transition
  • Transition teleportation point is set to @incinerator
    Portal2map sp a2 laser intro.jpg sp_a2_laser_intro
  • Usage of Lasers
  • Portal2map sp a2 laser stairs.jpg sp_a2_laser_stairs
  • Stair panels and other panels
  • Elevator turret boxes
  • Loading Screen sp_a2_dual_lasers
    Portal2map sp a2 laser over goo.jpg sp_a2_laser_over_goo
  • Horizontal moving panel
  • Portal2map sp a2 catapult intro.jpg sp_a2_catapult_intro
  • Faith Plate
  • Falling Panels
  • Portal2map sp a2 trust fling.jpg sp_a2_trust_fling -
  • chamber_hallways/entry_hallway_tall_dirty_nocaps_bustfloor
  • Map available in sdk_content folder.
    Portal2map sp a2 pit flings.jpg sp_a2_pit_flings
  • Broken fizzler
  • - sp_a2_fizzler_intro
  • Props exit elevator
  • - sp_a2_sphere_peek
  • Ghost panel
  • - sp_a2_ricochet
  • Panels
  • - sp_a2_bridge_intro
  • Bridge
  • A type of Entry Hallway Tall
  • - sp_a2_bridge_the_gap
    - sp_a2_turret_intro
  • No departure elevator
  • - sp_a2_laser_relays
  • No arrival elevator
  • Map shows panel design
  • Departure Filled turret elevator
  • - sp_a2_turret_blocker
  • Moving glass panel
  • Falling turret departure elevator
  • - sp_a2_laser_vs_turret
  • Breaking vent
  • - sp_a2_pull_the_rug
  • Vertical moving panel
  • - sp_a2_column_blocker
  • Departure elevator speed change
  • Map available in sdk_content folder.
    - sp_a2_laser_chaining
    - sp_a2_triple_laser
  • Short chamber hallway
  • Clean chamber
  • Laser with sound
  • - sp_a2_bts1
  • Seamingless teleportation
  • BTS door panels
  • Panel relays
  • Neurotoxin
  • - sp_a2_bts2
  • Turrets from tubes
  • Yellow elevator
  • Level starts without elevator and no transition teleportation.
    - sp_a2_bts3
  • Core Flashlight
  • Lasering panels
  • Tubes
  • - sp_a2_bts4
  • Conveyor Belt
  • Special Turret
  • Turret custom target
  • Template Scanner
  • Defective Turrets
  • - sp_a2_bts5
  • Moving Portals
  • Special transition
  • - sp_a2_bts6
  • Camera Scene
  • Vacuum Tubes
  • tube_ride_viewproxy
    - sp_a2_core
  • Choreo
  • Act 3
    - sp_a3_00 Transition teleportation point is set to @bottomless_pit
    - sp_a3_01
  • Camera start
  • Vault
  • Timing button
  • - sp_a3_03
  • Doors
  • - 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
  • Ramps
  • Map available in sdk_content folder.
    Transition teleportation point: @test_dome_lift
    - sp_a3_speed_flings
  • Rotating Panel
  • Transition teleportation point: @test_dome_lift
    - sp_a3_portal_intro Transition teleportation point: @test_dome_lift
    - sp_a3_end
  • Custom elevator
  • Transition teleportation point: @hallway
    Act 4
    - sp_a4_intro
  • Monitors
  • - sp_a4_tb_intro
  • Monitors
  • Relaying Panels
  • - sp_a4_tb_trust_drop
  • Panels
  • - sp_a4_tb_wall_button
  • Moving chamber
  • - sp_a4_tb_polarity
    - sp_a4_tb_catch
    - sp_a4_stop_the_box
  • Chamber moves
  • - sp_a4_laser_catapult Map available in sdk_content folder.
    - sp_a4_laser_platform
  • Laser Wall
  • - sp_a4_speed_tb_catch
  • Ramp
  • - sp_a4_jump_polarity
  • Breaking Chamber Hallway
  • - sp_a4_finale1
  • Crushers
  • - sp_a4_finale2
  • Moving Chamber
  • Linked teleportation
  • Shredder
  • Transition teleportation point: @hallway
    - sp_a4_finale3
  • Explosives
  • Special Tube
  • Conveyor Belt
  • Transition teleportation point: @hallway
    - sp_a4_finale4
  • Cores
  • Transition where position is maintained from previous level
  • Core Panel
  • 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.

    Note.pngNote:Note that some files override eachother, example "portal2", "portal2_dlc1", etc.

    See also