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
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.
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 | ||||
File:Portal2map mp coop start.jpg | mp_coop_start | |||
- | mp_coop_lobby_2 | - | - | Old Hub without the DLC room. Gets used as Commentary Map |
- | mp_coop_lobby_3 | |||
DAY 1 - TEAMBUILDING | ||||
mp_coop_doors | coop/coop_spawn_room.vmf coop/coop_team_double_exit_door.vmf coop/coop_endlevel_room.vmf |
Map available in sdk_content folder.
| ||
File:Portal2map mp coop race 2.jpg | mp_coop_race_2 | |||
mp_coop_laser_2 | ||||
mp_coop_rat_maze | Map start triggers "Rock Paper Scissors" taunt | |||
mp_coop_laser_crusher | ||||
mp_coop_teambts | "laugh" taunt | |||
DAY 2 - FLINGING "Mass and Velocity" | ||||
mp_coop_fling_3 | ||||
mp_coop_infinifling_train | ||||
mp_coop_come_along | ||||
mp_coop_fling_1 | ||||
mp_coop_catapult_1 | robot dance | |||
mp_coop_multifling_1 | ||||
mp_coop_fling_crushers | ||||
mp_coop_fan | ||||
DAY 3 - LIGHTBRIDGES "Hard-Light Surfaces" | ||||
mp_coop_wall_intro | ||||
File:Portal2map mp coop wall 2.jpg | mp_coop_wall_2 | |||
mp_coop_catapult_wall_intro | ||||
File:Portal2map mp coop wall block.jpg | mp_coop_wall_block | |||
mp_coop_catapult_2 | ||||
File:Portal2map mp coop turret walls.jpg | mp_coop_turret_walls | |||
mp_coop_turret_ball | ||||
mp_coop_wall_5 | teamhug | |||
DAY 4 - TBEAM "Excursion Funnels" | ||||
mp_coop_tbeam_redirect | ||||
mp_coop_tbeam_drill | ||||
mp_coop_tbeam_catch_grind_1 | trickfire | |||
File:Portal2map mp coop tbeam laser 1.jpg | mp_coop_tbeam_laser_1 | |||
File:Portal2map mp coop tbeam polarity.jpg | mp_coop_tbeam_polarity | |||
mp_coop_tbeam_polarity2 | ||||
mp_coop_tbeam_polarity3 | ||||
mp_coop_tbeam_maze | ||||
mp_coop_tbeam_end | ||||
DAY 5 - PAINT "Mobility Gels" | ||||
mp_coop_paint_come_along | ||||
mp_coop_paint_redirect | ||||
mp_coop_paint_bridge | multiplayer/two_player_airlock_underground.vmf |
|||
File:Portal2map mp coop paint walljumps.jpg | mp_coop_paint_walljumps | |||
mp_coop_paint_speed_fling | underground/security_door_01_areaportalled.vmf (Unpublished) |
|||
mp_coop_paint_red_racer | Map available in sdk_content folder.
| |||
mp_coop_paint_speed_catch | ||||
File:Portal2map mp coop paint longjump intro.jpg | mp_coop_paint_longjump_intro | |||
DAY DLC1 | ||||
File:Portal2map mp coop separation 1.jpg | mp_coop_separation_1 | |||
File:Portal2map mp coop tripleaxis.jpg | mp_coop_tripleaxis | |||
File:Portal2map mp coop catapult catch.jpg | mp_coop_catapult_catch | |||
mp_coop_2paints_1bridge | ||||
File:Portal2map mp coop paint conversion.jpg | mp_coop_paint_conversion | |||
File:Portal2map mp coop bridge catch.jpg | mp_coop_bridge_catch | |||
File:Portal2map mp coop laser tbeam.jpg | mp_coop_laser_tbeam | |||
mp_coop_paint_rat_maze | ||||
mp_coop_paint_crazy_box | ||||
Credits | ||||
- | mp_coop_credits | 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
- zoo_mechanics
- Various of different resources.
Other maps
- mp_coop_community_hub
- This map can be run with the
map
command, because it is named "mp_coop_community_hub" for some reason.
Possible Unpublished Instance Locations
- sp_a1_intro1
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
.
- sp_a2_ricochet
- 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"
- sp_a2_bts5
- Possible
buttons/push_button_small
- sp_a4_laser_catapult
- Most likely
bts/bts_wall_module_512x1024_01c
based on the light.
- sp_a4_tb_catch
- A possible version of
bts/bts_wall_module_512x1024_01a_far
(a version without cables)
- sp_a4_tb_polarity
- Another version of that wall module.
- mp_coop_fan
- Possible
coop/coop_lever_button.vmf
- "dest_floor" versions:
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"
- "dest_wall" versions:
sp_a1_intro5
"64x128" white versionsp_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
.