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Warning: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
The list lists up unique appearances of noteable resources and special instances used, in order to not overfill the list.
Singleplayer
Maps are in the order of the update/scripts/vscripts/transitions/sp_transition_list.nut
file.
Thumbnail |
Map Name |
Noteable Resources |
Special instances used |
Other notes
|
Act 1
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sp_a1_intro1 |
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sp_a1_intro2 |
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sp_a1_intro3 |
Departure Elevator Cleaning |
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sp_a1_intro4 |
Glass break on stand |
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sp_a1_intro5 |
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sp_a1_intro6 |
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sp_a1_intro7 |
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sp_a1_wakeup |
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Act 2
|
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sp_a2_intro |
Camera Transition |
|
Transition teleportation point is set to @incinerator
|
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sp_a2_laser_intro |
Usage of Lasers |
|
|
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sp_a2_laser_stairs |
Stair panels and other panels Elevator turret boxes |
|
|
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sp_a2_dual_lasers |
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sp_a2_laser_over_goo |
Horizontal moving panel |
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sp_a2_catapult_intro |
Faith Plate Falling Panels |
|
|
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sp_a2_trust_fling |
- |
chamber_hallways/entry_hallway_tall_dirty_nocaps_bustfloor |
Map available in sdk_content folder.
|
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sp_a2_pit_flings |
Broken fizzler |
|
|
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sp_a2_fizzler_intro |
Props exit elevator |
|
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sp_a2_sphere_peek |
Ghost panel |
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sp_a2_ricochet |
Panels |
|
|
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sp_a2_bridge_intro |
Bridge A type of Entry Hallway Tall |
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sp_a2_bridge_the_gap |
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sp_a2_turret_intro |
No departure elevator |
|
|
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sp_a2_laser_relays |
No arrival elevator Map shows panel design Departure Filled turret elevator |
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sp_a2_turret_blocker |
Moving glass panel Falling turret departure elevator |
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sp_a2_laser_vs_turret |
Breaking vent |
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sp_a2_pull_the_rug |
Vertical moving panel |
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sp_a2_column_blocker |
Departure elevator speed change |
|
Map available in sdk_content folder.
|
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sp_a2_laser_chaining |
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|
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sp_a2_triple_laser |
Short chamber hallway Clean chamber Laser with sound |
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|
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sp_a2_bts1 |
Seamingless teleportation BTS door panels Panel relays Neurotoxin |
|
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sp_a2_bts2 |
Turrets from tubes Yellow elevator |
|
Level starts without elevator and no transition teleportation.
|
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sp_a2_bts3 |
Core Flashlight Lasering panels Tubes |
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sp_a2_bts4 |
Conveyor Belt Special Turret Turret custom target Template Scanner Defective Turrets |
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sp_a2_bts5 |
Moving Portals Special transition |
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sp_a2_bts6 |
Camera Scene Vacuum Tubes |
|
tube_ride_viewproxy
|
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sp_a2_core |
Choreo |
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Act 3
|
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sp_a3_00 |
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Transition teleportation point is set to @bottomless_pit
|
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sp_a3_01 |
Camera start Vault Timing button |
|
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sp_a3_03 |
Doors |
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sp_a3_jump_intro |
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Transition teleportation point: @test_dome_lift
|
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sp_a3_bomb_flings |
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Transition teleportation point: @test_dome_lift
|
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sp_a3_crazy_box |
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Transition teleportation point: @test_dome_lift
|
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sp_a3_transition01 |
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Transition teleportation point: @test_dome_lift
|
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sp_a3_speed_ramp |
Ramps |
|
Map available in sdk_content folder. Transition teleportation point: @test_dome_lift
|
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sp_a3_speed_flings |
Rotating Panel |
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Transition teleportation point: @test_dome_lift
|
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sp_a3_portal_intro |
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Transition teleportation point: @test_dome_lift
|
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sp_a3_end |
Custom elevator |
|
Transition teleportation point: @hallway
|
Act 4
|
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sp_a4_intro |
Monitors |
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sp_a4_tb_intro |
Monitors Relaying Panels |
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sp_a4_tb_trust_drop |
Panels |
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sp_a4_tb_wall_button |
Moving chamber |
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sp_a4_tb_polarity |
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sp_a4_tb_catch |
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sp_a4_stop_the_box |
Chamber moves |
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sp_a4_laser_catapult |
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Map available in sdk_content folder.
|
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sp_a4_laser_platform |
Laser Wall |
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|
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sp_a4_speed_tb_catch |
Ramp |
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|
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sp_a4_jump_polarity |
Breaking Chamber Hallway |
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sp_a4_finale1 |
Crushers |
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|
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sp_a4_finale2 |
Moving Chamber Linked teleportation Shredder |
|
Transition teleportation point: @hallway
|
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sp_a4_finale3 |
Explosives Special Tube Conveyor Belt |
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Transition teleportation point: @hallway
|
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sp_a4_finale4 |
Cores Transition where position is maintained from previous level Core Panel |
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Transition teleportation point: @hallway
|
Act 5
|
- |
sp_a5_credits |
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Coop
Maps are in the order of the update/scripts/vscripts/debug_scripts/mp_coop_transition_list.nut
file.
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
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:Note that some files override eachother, example "portal2", "portal2_dlc1", etc.
See also