Testing Portal 2 Co-Op Maps Alone

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Revision as of 10:26, 29 April 2011 by Dewin (talk | contribs) (Initial version, original source http://forums.thinkingwithportals.com/maps-and-modding/running-testing-co-op-maps-in-singleplayer-t2299.html also written by me)
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This is a guide on how you can test co-op maps alone utilizing the splitscreen capabilities of the Source engine. This also works for any existing coop maps. It does not require any modifications to the map file itself.

This does not cover the requirements for making a coop level in the first place.

Loading the Map

ss_map mapname
Load mapname in splitscreen 2-player mode. Analogous to map in singleplayer. Like map, it is not required to add the trailing .bsp.
ss_splitmode mode
Changes the splitscreen mode.
ss_splitmode 0: Side-by-side split
ss_splitmode 1: Top-and-bottom split

Dual Monitors

If you run dual monitors and want to split to each monitor, follow [this guide|http://forums.steampowered.com/forums/showthread.php?t=1857198]

Controlling the second player

If you could actually play the coop map entirely as one player, it wouldn't be a very cooperative map. These are some ways you can control the second player.


in_forceuser playerindex
Take over the second player. All movement and other keybindings will be as if the second player used them. Requires cheats to be enabled.
sv_cheats 1: Turn on cheats
in_forceuser 0: Control player #1 (Atlas)
in_forceuser 1: Control player #2 (P-Body)

To make this easy to use, set a keybinding for it:

BindToggle "z" in_forceuser
Swaps you between first and second player when you push "z".

Use a controller

This is actually more complicated than it sounds unless you have two controllers available. Source will map actions of the first detected controller to the first player and there doesn't seem to be away to override this. The workaround is to either have two actual controllers or use trickery to make your computer think it has two controllers.

More information for this can be found on the [forums]


This doesn't truly let you play the second character, but it does allow you to create more than one set of linked portals.

To do: It's not yet tested to see if portals that are in the set you aren't currently linked to survive going through a fizzler.

change_portalgun_linkage team
Changes portals fired to belong to the specified team.
change_portalgun_linkage 0: Chell
change_portalgun_linkage 1: Unknown
change_portalgun_linkage 2: Atlas
change_portalgun_linkage 3: P-Body
To do: Verify that these values are correct.

Note that the color of portals fired will be unchanged -- Atlas will shoot blue and purple portals regardless of the setting of change_portalgun_linkage.

External Links/Sources

I recommend the first option -- it's the easiest to set up, and doesn't require you to jump back and forth between mouse+keyboard and controller.

Of course, if you really are testing with two people, the second option is probably your best bet.