Spoiler WarningSome information on this page may contain plot spoilers. Continue reading at your own risk.
Warning:Article contains a thumbnail of maps from Portal 2, to help map makers find maps.
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 |
Noteable instances used |
Other notes
|
Act 1
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sp_a1_intro1 |
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sp_a1_intro2 |
Toggleable Portal Emitters |
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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 |
Core Panel |
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sp_a1_wakeup |
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Act 2
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sp_a2_intro |
Camera Transition Spawn |
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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 |
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chamber_hallways/entry_hallway_tall_dirty_nocaps_bustfloor.vmf |
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 |
chamber_hallways/entry_hallway_tall_dirty_nocaps_errorarm.vmf (Unpublished) |
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sp_a2_ricochet |
Panels |
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sp_a2_bridge_intro |
Lightbridge A type of Entry Hallway Tall |
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sp_a2_bridge_the_gap |
Broken Test Door Choreo |
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sp_a2_turret_intro |
No departure elevator Vertical Door |
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sp_a2_laser_relays |
No arrival elevator Map shows panel design Laser Relays 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 |
test_chambers/bday_antechamber.vmf |
Map available in sdk_content folder.
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sp_a2_laser_chaining |
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sp_a2_triple_laser |
Short chamber hallway Clean chamber Laser with sound |
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sp_a2_bts1 |
Seamingless teleportation BTS door panels Panel relays Neurotoxin |
sabotage/auto_solving_chamber.vmf (Unpublished) sabotage/jailbreak_chamber.vmf (Unpublished) |
|
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sp_a2_bts2 |
Turrets from tubes Yellow elevator Seal In VScript |
sabotage/seal_in_arms.vmf (Unpublished) sabotage/seal_in_panels.vmf (Unpublished) |
Level starts without elevator and no transition teleportation.
|
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sp_a2_bts3 |
Vertical Door Core Flashlight Lasering panels Tubes |
sabotage/laser_cutter_arm_1.vmf (Unpublished) |
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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 Shredder for Turrets Laser cutting wall physics |
sabotage/portal_panel_1.vmf (Unpublished) sabotage/portal_panel_2.vmf (Unpublished) |
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sp_a2_bts6 |
Camera Scene Vacuum Tubes |
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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 |
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Transition teleportation point: @hallway
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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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sp_a4_speed_tb_catch |
Ramp |
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sp_a4_jump_polarity |
Breaking Chamber Hallway |
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sp_a4_finale1 |
Crushers |
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sp_a4_finale2 |
Moving Chamber Linked teleportation Shredder |
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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
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Act 5
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- |
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.
Thumbnail |
Map Name |
Noteable Resources |
Noteable instances used |
Other notes
|
Intro
|
164px |
mp_coop_start |
Ping Tool triggers Portalgun Podest |
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- |
mp_coop_lobby_2 |
- |
- |
Old Hub without the DLC room. Gets used as Commentary Map
|
- |
mp_coop_lobby_3 |
Selectable Tracks DLC1 Camera Vacuum Tube Transition |
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DAY 1 - TEAMBUILDING
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mp_coop_doors |
Camera Coop Exit Door Animated Panels |
coop/coop_spawn_room.vmf coop/coop_team_double_exit_door.vmf coop/coop_endlevel_room.vmf |
Map available in sdk_content folder.
|
164px |
mp_coop_race_2 |
Coop Checkpoint spawn Sphere Button Timed buttons |
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mp_coop_laser_2 |
Toggleable Panels Coop Checkpoint spawn Lasers Laser Relays |
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mp_coop_rat_maze |
Moveable Block Panels |
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Map start triggers "Rock Paper Scissors" taunt
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mp_coop_laser_crusher |
Slow Moving Toggleable Crushers Vertical Platforms |
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mp_coop_teambts |
CD Timed Levers |
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"laugh" taunt
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DAY 2 - FLINGING "Mass and Velocity"
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mp_coop_fling_3 |
Vertical Moving Platform |
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mp_coop_infinifling_train |
Arm placing button |
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mp_coop_come_along |
Platform panels |
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mp_coop_fling_1 |
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mp_coop_catapult_1 |
Special wall |
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robot dance
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mp_coop_multifling_1 |
Cube Button |
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mp_coop_fling_crushers |
Double timed Floor Buttons Timed Relaying Crushers Vertical Platform |
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mp_coop_fan |
Ventilator Fan Switchable Vacuum Cube Dispenser System Fling Adjustment on portalshootable wall |
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DAY 3 - LIGHTBRIDGES "Hard-Light Surfaces"
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mp_coop_wall_intro |
Lightbridge |
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164px |
mp_coop_wall_2 |
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mp_coop_catapult_wall_intro |
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164px |
mp_coop_wall_block |
Automatic Platform Panel |
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mp_coop_catapult_2 |
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164px |
mp_coop_turret_walls |
Automatic Platform Bridge Panel |
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mp_coop_turret_ball |
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mp_coop_wall_5 |
Laser object placer Lightbridges Object from Vacuum Tube |
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teamhug
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DAY 4 - TBEAM "Excursion Funnels"
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mp_coop_tbeam_redirect |
Reversable Tractor Beam Shredders |
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mp_coop_tbeam_drill |
Toggleable Panels |
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mp_coop_tbeam_catch_grind_1 |
Shredders Shredder Wall Movement Toggleable Panel |
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trickfire
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164px |
mp_coop_tbeam_laser_1 |
Toggleable Stair Panels |
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164px |
mp_coop_tbeam_polarity |
Wall Cube Button |
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mp_coop_tbeam_polarity2 |
Automatic Crusher |
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mp_coop_tbeam_polarity3 |
Automatic platform panel Toggleable wall |
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mp_coop_tbeam_maze |
Various of different Crushers Kill trigger for two players entering maze |
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mp_coop_tbeam_end |
Non-active turret templates on platforms Turret self-closing window Self enabling turret gun out state |
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DAY 5 - PAINT "Mobility Gels"
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mp_coop_paint_come_along |
Underground Coop Spawn Underground Coop Exit Gel Vertical moving platform |
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mp_coop_paint_redirect |
Underground Fizzlers Underground Panels |
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mp_coop_paint_bridge |
Lightbridge with arm panel to underground Underground Coop Checkpoint |
multiplayer/two_player_airlock_underground.vmf |
|
164px |
mp_coop_paint_walljumps |
Lightbridge with arm panel to underground Underground Coop Checkpoint |
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mp_coop_paint_speed_fling |
Ramp Crushers Bipart Blast Door |
underground/security_door_01_areaportalled.vmf (Unpublished) |
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mp_coop_paint_red_racer |
Ramp Defective Turrets |
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Map available in sdk_content folder.
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mp_coop_paint_speed_catch |
Timed panels |
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164px |
mp_coop_paint_longjump_intro |
Vault Lasers Taunt Trigger Cube Ramp Toggleable Panels Timed Levers |
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DAY DLC1
|
164px |
mp_coop_separation_1 |
Door Panels |
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164px |
mp_coop_tripleaxis |
Vertical Moving Platform Crusher Animation |
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164px |
mp_coop_catapult_catch |
Fling Adjuster Trigger Toggleable Wall Ramp |
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mp_coop_2paints_1bridge |
Visible Disassembly Coop Exit |
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164px |
mp_coop_paint_conversion |
Special spawn and checkpoint Timed Levers |
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164px |
mp_coop_bridge_catch |
Platform Wall Parts decoration |
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164px |
mp_coop_laser_tbeam |
Vertical Moving Platforms |
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mp_coop_paint_rat_maze |
Moveable Block Panels |
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mp_coop_paint_crazy_box |
Glass Box Door Gate Night vision |
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Credits
|
- |
mp_coop_credits |
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Credits for after DAY 5.
|
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
- Various of different resources.
Other maps
- This map can be run with the
map
command, because it is named "mp_coop_community_hub" for some reason.
Possible Unpublished Instance Locations
motel/intro_skybox
- A clear visible area of a skybox.
global_ents_environment_sp_intro_01
- Most likely, as it is different from the other global_ents, except that it collapsed some from
global_ents_generic
.
- A type of
animated_panels/64x64_floor_repair_x9panels
- Along with a x3 and x6 type.
- A regular reflectocube dropper, or an unpublished one.
- Glass panels
- one of them could be a type of "dest_ceiling" "256x512"
- Possible
buttons/push_button_small
- Most likely
bts/bts_wall_module_512x1024_01c
based on the light.
- A possible version of
bts/bts_wall_module_512x1024_01a_far
(a version without cables)
- Another version of that wall module.
- Possible
coop/coop_lever_button.vmf
sp_a2_pull_the_rug
"128x128"
sp_a2_ricochet
a white version "128x256" and "256x256"
mp_coop_wall_intro
a white version "128x256"
mp_coop_turret_walls
a mixed version "128x256"
sp_a1_intro5
"64x128" white version
sp_a1_intro6
"256x256"
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