This is a sub-page of Proto:Portal 2.
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'This page or section details content from theAugust 2026 Steam2 Content Server Dump.''' |
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This page is rather stubbly and could use some expansion. |
The July 22nd, 2010 build of Portal 2 is the first build after E3 2010. It's starting to resemble the final game, but still has some pretty big differences and incomplete or missing content. The build appears as version 2 of Steam Depot 852, named ValveTestApp852.
General Differences#
- Viewmodel grabbing has now been implemented and is the only form of object grabbing in this build, including in singleplayer. Regular world grabbing appears to have been completely removed. The
player_held_object_use_view_modelcvar andlogic_playerproxygrab controller inputs do not exist yet either.- There appears to be a bug where held objects get tinted the same color as other tinted objects that are onscreen. This most commonly causes them to be tinted red from camera/turret sprites.
The Ability to rotate props by holding right click was disabled in this build, however it came back in the August 30th build.
Menus#
Main Menu#
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This build uniquely features a background map, showing six signage icons on a wall with a rotating companion cube to the right.
When the build is run normally, the menu will consist of nothing but a "No Steam" error and a quit button. However, this can be very easily bypassed by running the build with -console, allowing the console to be used to load directly into a map.
Using a Steam emulator or changing the steam.inf file to match Portal 2 AppID allows the real menu to be accessed, revealing that the signage icons in the background are in fact the menu itself! This appears to be a unique menu system not seen in any other Source Engine game or newer/older builds in which UI is laid out in the world. There is no hard layout defined for on-screen button positions; rather, a .vui file is used to mark specific entity names as being menu buttons, making them clickable.
The functions of each button are as follows:
- Companion cube: Immediately loads
sp_intro_01when clicked. - Two dots: Opens a bugged version of the Left 4 Dead session search screen. There is a button in this menu to start a new cooperative game, which instantly loads
mp_coop_lobby_1in a match session when clicked. - Cake: Opens a bugged version of the Left 4 Dead achievements menu. The achievement list appears solid white with no entries. Console messages indicate that this build likely has L4D2's achievements compiled in.
- Incinerator: Opens the combined audio/video settings menu, which is normally exclusive to console versions.
- Exit: Shows a prompt to quit the game.
- Down arrow: Opens the keyboard settings menu.
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July 2010 (841 revision 2) |
Final (Initial Release) |
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Pause Menu#
The pause menu in this build is almost completely taken from Left 4 Dead 2, though it is very broken. The pause menu has a basic font, a lack of a background which makes it hard to see in certain situations, and is more closely related to the Left 4 Dead 2 menu than the Portal 2 menu.
Left 4 Dead 2 |
July 2010 (841 revision 2) |
Final |
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Singleplayer Campaign#
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The concept of a sphere periodically sneaking the player out of the testing track seems to have been scrapped at this point, though it seems like it did receive some additional development since the March build before being cut - all of GLaDOS's act 2 lines (which are new to this build) seem to still be referring to this storyline, and a few new unused maps related to it can be found in this build's files.
In its place is a rough version of the final game's structure, with Wheatley breaking you out at the end of the testing track in order to sabotage equipment and take down GLaDOS, only for him to betray you. Old Aperture now exists, but with heavy placeholder asset usage and very different versions of the cave exterior maps. Finally, a number of maps have been added or moved to create act 4, but nothing truly specific to the act is implemented yet.
Co-op Campaign#
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Similarly to singleplayer, co-op now more closely resembles its final form, though there are still large differences. Notably, the campaign still retains a fair bit of non-linearity in this build, as multiple courses are available to pick between when starting the campaign (though others still need to be unlocked). Course progress tracking and level selection similar to the final game has now been implemented though.
The "human artifact" storyline seems to have been barely started at this point - it's alluded to near the start of the campaign and whenever gestures are unlocked, but otherwise isn't mentioned, with most maps using the same generic lines as in older builds.
Developer Maps#
ali_toxicliquid_test#
A simple map where you spawn on a launcher that is unable to launch you, therefore noclip is required to explore further. On either side of the map are a door and a launcher. On one side is a button to open it's door, and a button to spawn a cube right above the middle launcher. When obtaining the cube and putting it on the button to open the door, you are unable to walk out. On the opposite side of the map with the buttons are 2 observation rooms, one on the side which has a light and one directly above the door, without any lighting and a missing texture inside. Most likely used by developers to test toxic liquid.
devtest#
devtest_stick#
A small map with a pit, a rising platform, a cube, and a gel dispenser. Likely used to test the effects of gel.
diorama_01#
A museum of sorts of Aperture Science, with the player walking through and triggering voice lines by Cave Johnson while dioramas are shown of different things. When first loading in to the map, the song "Self Esteem Fund" from Portal plays. The last diorama has a door in the back and when opened reveals a hallway to another door on the left, which does has a small room behind a diorama that has nothing in it. This map is very buggy, having glitched baked lighting, missing textures and models, and wireframes.
elevator_test_start & elevator_test_end#
Small maps to test the functionality of elevators, going to the start of a level or at the end of a level, respectively.
mp_box_test#
An empty map.
vault_door#
A map with the vault at the end of the co-op campaign in the final game, although very early. Likely used as a test for the vault door.
world_animation_zoo_simple#
A map to test the animations of the facility moving it's walls.
zoo_foliage_01#
A map to test foliage. Contains bushes, vines, water, grass, and more.
zoo_foliage_swaying_test01#
Pretty much just the previous map but with no bushes and less vines.
zoo_giant_sphere#
A testing map with a lot of very huge laser cubes. There are lots of tests, such as weight, collision, and more.
zoo_pinchers#
A small map to test the functions of the pinchers, used in the start and end of the game by Wheatley and GlaDOS.
zoo_turret#
A map to test when certain voice lines of turrets play, such as when putting them on a launcher, setting them on fire with a laser, when another turret shoots at them, when being fizzled, and more. Also contains some tests which do not play any voicelines in here or the final game, suggesting that they were cut.
zoo_world_anims_cleanup_01 & zoo_world_anims_cleanup_02#
Used as a test for the animations of the facility repairing/cleaning up itself.
zoo_world_anims_labs_01#
A map testing the functions of the spiked crushers and the wall tiles changing colors, notably in the GlaDOS chase sequence in the final game.
zoo_world_anims_sphere_01#
A map which has testing animations for cameos of Wheatley in the test chambers.
zoo_world_anims_wake_01#
A map that tests the animations of the first few maps with GlaDOS, when she moves the tiles.