the cutting room mirror

March 18th, 2010

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This is a sub-page of Proto:Portal 2.

'This page or section details content from theAugust 2026 Steam2 Content Server Dump.'''

This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?

To do:
Document everything co-op (especially maps)

Careful, you'll lose an eye.

This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.
Specifically: All of the map miss screenshots

A bit more polished than February build.

Oddities#

This build is missing portal2_tempcontent folder for some reason, because of that, nearly all voice lines are missing and some textures and sounds are missing.

Singleplayer Press Demo Maps#

These maps are mostly small slices of the singleplayer campaign, akin to a highlight reel. They contain differences from what is currently in the campaign. As they have a transition script (in scripts/vscripts/pressdemo_transition_list.nut), they have a defined order in which they should be played and automatically load the next map when one is finished.

When we call a room "unique", it means that the room doesn't exist in any of the non-pressdemo maps in the build.

pressdemo_sphere#

A version of sp_intro_06 with minimal differences.

pressdemo_glados#

A slightly shortened version of sp_glados_01. There are some big observable differences from the main map: for example, the incinerator by the stairs is missing and the metal wall behind player blocking escape during GLaDOS waking up is also missing.

pressdemo_reconfigure#

A combination of (versions of) sp_building_the_floor, sp_laser_redirect_intro and sp_laser_dual_lasers ending in unique content. The map dynamically transitions from one laser puzzle to the other by rebuilding the room. The second room cannot actually be solved as activating both laser receptacles does not open the door (and there is nothing behind it). Instead, the player must exit through a hole in the room's wall, presumably opened by Wheatley. The catwalks lead to an empty chamber where the map ends.

The BTS area from this map was later reused for column blocker BTS area.

Watch on YouTube

pressdemo_tbeams#

A version of sp_tbeam_intro.

pressdemo_laser_stairs#

A version of sp_laser_stairs. Unlike all versions of this map until this point, this one includes a turret. On the other hand, the laser cube is already pre-acquired.

pressdemo_paint_speed#

A combination of a unique room, a version of sp_paint_speed_rocket, and two more unique rooms. The first room has the player run on speed paint in a cross pattern and fly over a goo pit (similiar to sp_paint_speed_intro). The sp_paint_speed_rocket version has paint pre-applied and as there is no fizzler, the player doesn't really have to race the rocket. The third room has the player paint a path to get enough speed for a fling. It contains fling panels that are unused during the solution. The final room only presents the fact that paint can be transported in funnels and doesn't have any puzzle, walking to the exit is enough.

pressdemo_paint_bounce#

A unique room where a Companion cube can be painted to break out of a glass box. This map doesn't properly equip the player with a portal gun. Also, it is not a realy puzzle, simply walking to the exit finishes the map.

pressdemo_suction#

Three unique rooms presenting the suction mechanic by letting you suck up some turrets.

Developer Test Maps#

devtest_stick#

A map for testing sticking using Adhesion Gel (purple paint). It changed quite a lot since February 2010. It includes a moving platform which can be sticked to, however it doesn't hold too well when moving.

world_animation_zoo#

A "zoo" map showcasing many different panel animations, mostly rebuilding rooms.

world_animation_zoo_simple#

A "zoo" map containg only one animated object, a group of 6 panels that can unfold.

zoo_foliage_01#

A "zoo" map of many different types of foliage.

zoo_foliage_swaying_test01#

A small subset of zoo_foliage_01 with most things removed, focused on a few swinging vines.

zoo_pinchers#

Showcase of animations for pinchers picking up items, including a core.

zoo_turret#

A "zoo" map showcasing many types of turret abuse interactions, including burning them, throwing them into goo and smashing them with a catapult.

Unused Maps#

New unused puzzles#

sp_paint_speed_rocket#

A puzzle where the player needs to paint the floor with Propulsion Gel to go faster than a rocket and place a portal before it hits the wall. Does not give the player a portal gun and is not wired to elevators/corridors. A variant of this room is included in pressdemo_paint_speed.

Storyline prototypes#

sp_sphere_2nd_encounter#

A prototype of a second encounter with Wheatley. While GLaDOS starts a security alarm, Wheatley asks the player to destroy a security camera and then lets them completely bypass the room filled with turrets.

Others#

Most of these maps already existed in some form in the February 2010 build and/or previous builds.

sp_assisted_angle_fling#

This puzzle was merged into sp_catapult_intro (as the first room), so the standalone map became unused.

sp_bridge_climb#

In February 2010 it was a part of the campaign, now it is unused. The transitions file (sp_transition_list.nut) comments on its removal:

//"sp_bridge_climb", // removed from track, need to make it more meaningful (it is too similar to previous map)

sp_building_the_floor#

The map is a scenic view of a floor being built, ending in a room with two monitors playing Aperture Science promotional clips. The monitor location is the same as pressdemo_06_vista from the February 2010 build, different form the location they were in February's sp_building_the_floor. The map is commented out in the transitions file in a section called "Stasis".

sp_temp_portal_gun#

In February 2010 it was a part of the campaign, now it is replaced by sp_incinerator_01 and therefore unused.

Style Guide Maps#

The style guide maps are used as a reference for the mappers for making the aesthetic in the maps.

styleguide_lush_foliage01#

Yet another alternative variant of the overgrown style based on the Test Chamber 12 from Portal.

pressdemo_glados_styleguide#

A styleguide version of pressdemo_glados that contains some missing objects, resulting in blue ERROR mesages showing in the map.

Unused maps unchanged from February 2010#

Many maps that were unused in the previous build are still unused here. Some of these maps have broken spawn points or other features (mostly paint) and can even crash the game. It seems they stopped being updated.

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Are they truly 100% identical?

  • ali_toxicliquid_test
  • devtest
  • devtest_01
  • sp_destroyed_still_alive
  • sp_dual_lasers
  • sp_intro_07
  • sp_intro_08
  • sp_intro_09
  • sp_laser_intro
  • sp_laser_relay_bridges
  • sp_paint_box_slime_hop
  • sp_paint_jump_angled_fling
  • sp_paint_jump_flings
  • sp_paint_jump_intro
  • sp_paint_stick_fling
  • sp_proto_sphere_escape
  • sp_proto_sphere_intro
  • sp_proto_sphere_reroute
  • sp_richard_sphere
  • sp_rocket_laser_lift
  • sp_rocket_turret
  • sp_sphere_intro
  • sp_sphere_wall
  • sp_tbeam_ceil_button
  • sp_tube_blockage
  • sp_tube_vista
  • styleguide_bts_01
  • styleguide_destruction_1
  • styleguide_foliage01
  • styleguide_foliage02
  • styleguide_offices_1