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== ''Portal'' ==
== ''Portal'' ==
{{See also|Portal}}
{{See also|Portal}}
=== Mechanics ===
=== Mechanics ===
{| class="wikitable grid" width="100%"
{| class="wikitable grid" width="100%"
! class="header" width="15%" | Name
! class="header" width="15%" | Name
! class="header" | Notes
! class="header" | Notes
|-
| style="text-align: center;" | '''[[Crusher|Crushers]]'''
| The Crusher was featured in the [[Portal Teaser Trailer (video)|Portal teaser trailer]], but not included in the final game. It is a slow moving [[panel]] with spikes that descend from the ceiling when the player is underneath it. The crusher was included in some of the bonus chambers of ''[[Portal: Still Alive]]'', and made an updated appearance in ''[[Portal 2]]''.
|-
|-
| style="text-align: center;" | '''[[Walking Turret]]'''
| style="text-align: center;" | '''[[Walking Turret]]'''
|  
| The Walking Turret, also known as the Moving or Mobile Turret, is a Sentry Turret variant cut from Portal. The turret had a personality construct design and the ability to roam through portals and shoot in a way identical to the single directional Sentry Turret that it was replaced with.
|}
 
=== Weapons ===
{| class="wikitable grid" width="100%"
! class="header" width="15%" | Name
! class="header" | Notes
|-
| style="text-align: center;" |'''[[Handheld Portal Device|Alternate Portal Gun Designs]]'''
| Early versions of ''Portal'' had Handheld Portal Devices that looked very different from the retail version. One iteration resembled a pistol, while a later version had a strong resemblance to [[Half-Life 2|''Half-Life 2'']]'s Gravity-Gun.
|}
 
=== Gallery ===
{{Gallery
|lines=2
|height=110
|width=150
|File:Portal ASHPD 1st person alpha pistol.png|The "Pistol"-like Portal Gun.
|File:Portal ASHPD 1st person alpha gun.png|The "Gravity-Gun"-like Portal Gun.
|File:Portal Early Crusher.png|alt1=Heavy Duty Super-Colliding Super Button|The crusher in the [[Portal Teaser Trailer (video)|''Portal'' teaser trailer]].
|File:Portal Walking Turret front.png|alt2=Walking Turret|The Walking Turret
}}
 
== ''Portal: Still Alive'' ==
''Portal: Still Alive'' has the same unused content as the original game, with the exception of Crushers, which appear in the bonus chambers. However, Portal: Still Alive also contains some unused or cut content of its own.<ref>https://youtu.be/ivj-0EJT0wc?t=281 History of Portal: Still Alive</ref>
 
<!-- Note: The skull cube and chamber 15 icon are both used in the PC port. As this is an unofficial mod, they are still considered unused; do not remove them from the page. -->
{| class="wikitable grid" width="100%"
! class="header" width="15%" | Name
! class="header" | Notes
|-
| style="text-align: center;" | '''15th [[Test Chambers#Challenge modes|Bonus Chamber]]'''
| ''Portal: Still Alive'' contains 14 bonus chambers. However, it appears that a 15th chamber was at one point planned, as an icon for it exists in the files, showing a section of the escape sequence from the original [[Portal: The Flash Version MapPack]]. This is further supported by the entrance sign in chamber 14 showing the "cake" light on; this usually indicates the chamber will end in an escape sequence, but chamber 14 doesn't.
 
No playable 15th chamber exists anywhere in the final game, and it is also not present in the leaked map source files, so what the map looked like outside of this one screenshot is unknown.
|-
|-
| style="text-align: center;" | '''[[Crusher|Crushers]]'''
| style="text-align: center;" | '''Skull [[Cube]]'''
|  
| In ''Portal: Still Alive'', [[Pedestal Button|Pedestal Buttons]] connected to cube droppers are given a different skin, with red lights on the sides and an image of a skull on top. A matching cube skin exists, but goes unused.
|}
|}
=== Gallery ===
{{Gallery
|lines=2
|height=150
|width=150
|File:xbla15.png|The unused icon for bonus chamber 15.
|File:StillAlive skull cube.png|The skull cube in-game.
|File:metal box skin002.png|The texture for the unused skull cube.
}}


== ''Portal 2'' ==
== ''Portal 2'' ==
Line 31: Line 77:
! class="header" | Notes
! class="header" | Notes
|-
|-
| style="text-align: center;" | '''[[Pneumatic Diversity Vent]]'''
| style="text-align: center;" | '''[[Adhesion Gel]]'''
| This type of mechanic was first introduced in a demo of the same name, displaying its abilities to pull objects at a high force. This mechanic is kept as a traveling system around the tube networks, but is unused for gameplay in the release for unknown reasons.
| This mechanic was mentioned to allow players to stick to wherever the gel was placed. It was cut from the game when play-testers complained of motion sickness.
|-
| style="text-align: center;" | '''Android'''
| In the "scripts" folder of ''Portal 2'', a file called "npc_sounds_android" can be found. The file references sounds that were not shipped with the game, nor does attempting to spawn the npc yield any results. May be a reference to the ''"Android Hell"'' GLaDOS has mentioned.
|-
| style="text-align: center;" | '''Chicken'''
| Not much is revealed of the chicken, but concept arts released revealed that a giant chicken may have been a boss for either the prequel to ''Portal'' or early stages of ''Portal 2''. Minor evidence of the chicken's leftover files are in the "scripts" folder of ''Portal 2''<nowiki>'</nowiki>s directory files.
|-
| style="text-align: center;" | '''[[F-Stop]]'''
| This mechanic was originally intended to be the primary handheld testing element for a prequel to ''Portal''. The developers very much praised the concept but after the prequel itself received negative feedback from playtesters as they were expecting a sequel with the [[Handheld Portal Device|Portal Gun]], the F-Stop project was canceled and it was decided to keep the mechanic disclosed to reserve for another potential game. In 2020, it was revealed to be a camera which could store photographed objects and place them, possibly rescaled.{{Citation needed|date=August 2020|reason=Where was this revealed?}}
|-
| style="text-align: center;" | '''[[Futbol]]'''
| The "futbol" was a gameplay mechanic that explodes on contact and is the original multiplayer gamemode for ''Portal 2''; which was to carry the device around with [[portals]] and to frag other players by dropping these into their presence. The "futbols" also appear to have a dispenser model found in the game's files. The texturing of the "futbols" and its dispensers are similar to the texturing styles of ''Portal'', indicating that this gamemode was cut very early in ''Portal 2''<nowiki>'</nowiki>s development. In the game's release, the "futbol" codes have been reused{{spoiler| to create the [[Bombs]] in the single-player finale}}.
|-
|-
| style="text-align: center;" | '''[[Turrets#Hover Turret|Hover Turret]]'''
| style="text-align: center;" | '''[[Hover Turret]]'''
| The Hover Turret may have been intended for ''Portal 2'', and its primary attack is a blue laser beam that brings a similar injury effect as the [[Thermal Discouragement Beam]]. No concept arts have been pinpointed to this turret variant, but a screenshot from the ''[[Portal 2 - The Final Hours|The Final Hours of Portal 2]]'' reveals a group of [[Cores#Personality Cores|personality cores]] on a ceiling railing that appear to be "hovering" versions of the [[Turrets#Rocket Turret|Rocket Turret]]. Further tie in to this can be found in unused textures for the [[Pneumatic Diversity Vent]]'s passive monitoring screens, showing a personality core with rockets inside to be dubbed as the Hover Turret. It can be spawned in-game, albeit without a proper model and AI.
| The Hover Turret may have been intended for ''Portal 2'', and its primary attack is a blue laser beam that brings a similar injury effect as the [[Thermal Discouragement Beam]]. No concept arts have been pinpointed to this turret variant, but a screenshot from the ''[[Portal 2 - The Final Hours|The Final Hours of Portal 2]]'' reveals a group of [[Cores#Personality Cores|personality cores]] on a ceiling railing that appear to be "hovering" versions of the [[Turrets#Rocket Turret|Rocket Turret]]. Further tie in to this can be found in unused textures for the [[Pneumatic Diversity Vent]]'s passive monitoring screens, showing a personality core with rockets inside to be dubbed as the Hover Turret. It can be spawned in-game, albeit without a proper model and AI.


Spawn code: ent_create npc_hover_turret
Spawn code: ent_create npc_hover_turret
|-
|-
| style="text-align: center;" | '''[[Adhesion Gel]]'''
| style="text-align: center;" | '''Mannequins'''
| This mechanic was mentioned to allow players to stick to wherever the gel was placed. It was cut from the game when play-testers complained of motion sickness.
| The mannequins were used as a testing element for the [[F-Stop]], similar as to how the [[Turrets]] were for the [[Handheld Portal Device|Portal Gun]]. According to the ''[[Portal 2 - The Final Hours|The Final Hours of Portal 2]]'', the mannequins appear to be sentient robots that would later rise against Aperture Science in the prequel to ''Portal''. Along with the prequel and F-Stop mechanic, the dummies were ultimately cut. A deactivated male crash dummy was kept in the release of ''Portal 2'', used as a target for the [[Turrets]]' firing range.
|-
|-
| style="text-align: center;" | '''[[Gel#Unused Reflection Gel|Reflection Gel]]'''
| style="text-align:center;" | '''[[Paint Fizzler]]'''
| The Reflection Gel replaced the Adhesion Gel in the Authoring Tools after Portal 2 received the [[Peer Review]] update. It was to act similarly to the [[Discouragement Redirection Cube]], in that it could reflect [[Thermal Discouragement Beam]]s. It remains unused for unknown reasons.  
| Paint Fizzlers are an unused fizzler variant which destroys gel instead of portals. Any gel will splatter on contact with the field, and cubes will be cleaned on contact. It does not affect the player. The particle left in the game (paint_cleanser) appears as a red version of the Portal 1 fizzler field. The entity is used in some maps to prevent players from placing gel on certain surfaces to cheat puzzles.  
|-
|-
| style="text-align: center;" | '''[[Futbol]]'''
| style="text-align: center;" | '''[[Pneumatic Diversity Vent]]'''
| The "futbol" was a gameplay mechanic that explodes on contact and is the original multiplayer gamemode for ''Portal 2''; which was to carry the device around with [[portals]] and to frag other players by dropping these into their presence. The "futbols" also appear to have a dispenser model found in the game's files. The texturing of the "futbols" and its dispensers are similar to the texturing styles of ''Portal'', indicating that this gamemode was cut very early in ''Portal 2''<nowiki>'</nowiki>s development. In the game's release, the "futbol" codes have been reused to create the [[Bombs]] in the single-player finale.
| This type of mechanic was first introduced in a demo of the same name, displaying its abilities to pull objects at a high force. This mechanic is kept as a traveling system around the tube networks. Valve decided this element was not versatile enough to be included in any maps, but it is still fully functional.
|-
|-
| style="text-align: center;" | '''[[F-Stop]]'''
| style="text-align: center;" | '''[[Reflection Gel]]'''
| This mechanic was originally intended to be the primary handheld testing element for a prequel to ''Portal''. The developers very much praised the concept but after the prequel itself received negative feedback from playtesters as they were expecting a sequel with the [[Handheld Portal Device|Portal Gun]], the F-Stop project was canceled and it was decided to keep the mechanic disclosed to reserve for another potential game.
| The Reflection Gel replaced the Adhesion Gel in the Authoring Tools after Portal 2 received the [[Peer Review]] update. It was to act similarly to the [[Discouragement Redirection Cube]], in that it could reflect [[Thermal Discouragement Beam]]s. It remains unused for unknown reasons.  
|-
| style="text-align: center;" | '''[[Mannequins]]'''
| The mannequins were used as a testing element for the [[F-Stop]], similar as to how the [[Turrets]] were for the [[Handheld Portal Device|Portal Gun]]. According to the ''[[Portal 2 - The Final Hours|The Final Hours of Portal 2]]'', the mannequins appear to be sentient robots that would later rise against Aperture Science in the prequel to ''Portal''. Along with the prequel and F-Stop mechanic, the dummies were ultimately cut. A deactivated male crash dummy was kept in the release of ''Portal 2'', used as a target for the [[Turrets]]' firing range.
|-
|-
| style="text-align: center;" | '''[[Rocket Turret]]'''
| style="text-align: center;" | '''[[Rocket Turret]]'''
Line 59: Line 114:
Spawn code: ent_create npc_rocket_turret
Spawn code: ent_create npc_rocket_turret
|-
|-
| style="text-align: center;" | '''[[Android]]'''
| style="text-align: center;" | '''Zombie'''
| In the "scripts" folder of ''Portal 2'', a file called "npc_sounds_android" can be found. The file references sounds that were not shipped with the game, nor does attempting to spawn the npc yield any results.  
| In the "scripts" folder of ''Portal 2'', a file called "npc_sounds_zombie_aperture" can be found. The file references sounds that were not shipped with the game, nor does attempting to spawn the npc yield any results.
|}
 
=== Gamemodes ===
{| class="wikitable grid" width="100%"
! class="header" width="15%" | Name
! class="header" | Notes
|-
|-
| style="text-align: center;" | '''[[Chicken]]'''
| style="text-align: center;" | '''Spite Your Neighbor'''
| Not much is revealed of the chicken, but concept arts released revealed that a giant chicken may have been a boss for either the prequel to ''Portal'' or early stages of ''Portal 2''. Minor evidence of the chicken's leftover files are in the "scripts" folder of ''Portal 2''<nowiki>'</nowiki>s directory files.
| Described by [[Valve Corporation|Valve]] writer Erik Wolpaw as "speedball meets Portal"<ref>http://www.tomshardware.com/news/Portal-2-PC-Game-Multiplayer-Steam,11179.html Why Valve Nuked Portal 2's VS. Multiplayer Mode</ref>, Spite Your Neighbor was going to be a competitive gamemode involving moving a ball from one side of a stage to the other using portals. Other players could use portals as well and "it quickly just devolves into pure chaos", says Wolpaw.
|}
 
=== Weapons ===
{| class="wikitable grid" width="100%"
! class="header" width="15%" | Name
! class="header" | Notes
|-
|-
| style="text-align: center;" | '''[[Zombie]]'''
| style="text-align: center;" |'''Paint Gun'''
| In the "scripts" folder of ''Portal 2'', a file called "npc_sounds_zombie_aperture" can be found. The file references sounds that were not shipped with the game, nor does attempting to spawn the npc yield any results.  
| An early version of ''[[Portal 2]]'' retained the Paint Gun from the student project ''[[Tag: The Power of Paint]]'', and it functioned in a similar manner of being able to spray certain types of [[Gels|paint]] for puzzle solving. The Paint Gun was removed from Portal 2, but was revived in the third-party retail modification ''[[Aperture Tag: The Paint Gun Testing Initiative]]'', where it is the central mechanic.
|}
|}
=== Gallery ===
=== Gallery ===
{{Gallery
{{Gallery
|lines=1
|lines=2
|title=Unused content
|height=120
|height=150
|width=150
|width=150
|File:Futbul.png|alt1=Unused content|Glass Futbol
|File:Sticky Gel Screenshot.png|Adhesion Gel
|File:Futbul2.png|alt2=Glass Futbol|Glass Futbol
|File:BettyGDC.png|Betty
|File:Portal 2 office chicken concept art.png|Chicken concept art
|File:Portal 2 beta versus mode.png|Competitive multiplayer mode
|File:Futbul2.png|Exploding Futbol
|File:Futbul.png|Glass Futbol
|File:Portal_2_Hover_Turret_action.png|Hover Turrets
|File:Portal2 HumanDummy.png|A mannequin
|File:Portal2 HumanDummy.png|A mannequin
|File:1 Cut Hard Light Chamber.png|Test Chamber featuring the [[Hard Light Bridge]]
|File:Human_co-op.jpg|Mel
|File:2 Cut Hard Light Chamber.png|Ditto
|File:Paint gun.png|Paint Gun
|File:3 Cut Hard Light Chamber.png|Ditto
|File:Portal 2 Paint Fizzler.jpg|Paint Fizzler
|File:Pneumatic Diversity Vent E3 Promo.png|Pneumatic Diversity Vent
|File:Reflection Gel Screenshot.png|Reflection Gel
|File:Portal_Rocket_Turret.png|Rocket Turret
}}
}}
== Videos ==
'''Portal 2: Early Animation Tests''' by ''Vee K.'':
{{Youtube|QaK5yr8emW8}}


== Trivia ==
== Trivia ==
* Prior to the the [[March 3, 2010 Patch (Portal)|March 3, 2010 patch]] for ''Portal'' the [[Party Escort Bot]] was considered to be cut content; it was added back into the game to fulfill its original purpose of {{spoiler|"collect[ing] Chell after she escapes the fiery death that GLaDOS had prepared for her."}}
* Prior to the the [[March 3, 2010 Patch (Portal)|March 3, 2010 patch]] for ''Portal'' the [[Party Escort Bot]] was considered to be cut content; it was added back into the game to fulfill its original purpose of {{spoiler|"collect[ing] Chell after she escapes the fiery death that GLaDOS had prepared for her."}}


* Early Portal 2 animations reveal that some animations were scrapped from the game due to (possibly) containing creepy properties.
== References ==
<references/> 


{{mechanicsNav}}
{{mechanicsNav}}

Latest revision as of 06:49, 26 January 2021

Hi. I'm Mel.
Think about it: If that thing is important, why don't I know about it?
GLaDOS on unused content.

Much like any video game, the Portal series contains a large amount of unused content that was cut from development due to a series of reasons either given or disclosed. Below is a list of characters and other unique mechanics that were unfortunate enough to be put on the chopping block.

Portal

See also: Portal

Mechanics

Name Notes
Crushers The Crusher was featured in the Portal teaser trailer, but not included in the final game. It is a slow moving panel with spikes that descend from the ceiling when the player is underneath it. The crusher was included in some of the bonus chambers of Portal: Still Alive, and made an updated appearance in Portal 2.
Walking Turret The Walking Turret, also known as the Moving or Mobile Turret, is a Sentry Turret variant cut from Portal. The turret had a personality construct design and the ability to roam through portals and shoot in a way identical to the single directional Sentry Turret that it was replaced with.

Weapons

Name Notes
Alternate Portal Gun Designs Early versions of Portal had Handheld Portal Devices that looked very different from the retail version. One iteration resembled a pistol, while a later version had a strong resemblance to Half-Life 2's Gravity-Gun.

Gallery

Portal: Still Alive

Portal: Still Alive has the same unused content as the original game, with the exception of Crushers, which appear in the bonus chambers. However, Portal: Still Alive also contains some unused or cut content of its own.[1]

Name Notes
15th Bonus Chamber Portal: Still Alive contains 14 bonus chambers. However, it appears that a 15th chamber was at one point planned, as an icon for it exists in the files, showing a section of the escape sequence from the original Portal: The Flash Version MapPack. This is further supported by the entrance sign in chamber 14 showing the "cake" light on; this usually indicates the chamber will end in an escape sequence, but chamber 14 doesn't.

No playable 15th chamber exists anywhere in the final game, and it is also not present in the leaked map source files, so what the map looked like outside of this one screenshot is unknown.

Skull Cube In Portal: Still Alive, Pedestal Buttons connected to cube droppers are given a different skin, with red lights on the sides and an image of a skull on top. A matching cube skin exists, but goes unused.

Gallery

Portal 2

See also: Portal 2

Characters

  • Betty - A small robot who, prior to testing, would absolve Aperture Science of liabilities.
  • Mel - One of two playable human test subjects during development on the co-op campaign.

Mechanics

Name Notes
Adhesion Gel This mechanic was mentioned to allow players to stick to wherever the gel was placed. It was cut from the game when play-testers complained of motion sickness.
Android In the "scripts" folder of Portal 2, a file called "npc_sounds_android" can be found. The file references sounds that were not shipped with the game, nor does attempting to spawn the npc yield any results. May be a reference to the "Android Hell" GLaDOS has mentioned.
Chicken Not much is revealed of the chicken, but concept arts released revealed that a giant chicken may have been a boss for either the prequel to Portal or early stages of Portal 2. Minor evidence of the chicken's leftover files are in the "scripts" folder of Portal 2's directory files.
F-Stop This mechanic was originally intended to be the primary handheld testing element for a prequel to Portal. The developers very much praised the concept but after the prequel itself received negative feedback from playtesters as they were expecting a sequel with the Portal Gun, the F-Stop project was canceled and it was decided to keep the mechanic disclosed to reserve for another potential game. In 2020, it was revealed to be a camera which could store photographed objects and place them, possibly rescaled.[citation needed]
Futbol The "futbol" was a gameplay mechanic that explodes on contact and is the original multiplayer gamemode for Portal 2; which was to carry the device around with portals and to frag other players by dropping these into their presence. The "futbols" also appear to have a dispenser model found in the game's files. The texturing of the "futbols" and its dispensers are similar to the texturing styles of Portal, indicating that this gamemode was cut very early in Portal 2's development. In the game's release, the "futbol" codes have been reused to create the Bombs in the single-player finale.
Hover Turret The Hover Turret may have been intended for Portal 2, and its primary attack is a blue laser beam that brings a similar injury effect as the Thermal Discouragement Beam. No concept arts have been pinpointed to this turret variant, but a screenshot from the The Final Hours of Portal 2 reveals a group of personality cores on a ceiling railing that appear to be "hovering" versions of the Rocket Turret. Further tie in to this can be found in unused textures for the Pneumatic Diversity Vent's passive monitoring screens, showing a personality core with rockets inside to be dubbed as the Hover Turret. It can be spawned in-game, albeit without a proper model and AI.

Spawn code: ent_create npc_hover_turret

Mannequins The mannequins were used as a testing element for the F-Stop, similar as to how the Turrets were for the Portal Gun. According to the The Final Hours of Portal 2, the mannequins appear to be sentient robots that would later rise against Aperture Science in the prequel to Portal. Along with the prequel and F-Stop mechanic, the dummies were ultimately cut. A deactivated male crash dummy was kept in the release of Portal 2, used as a target for the Turrets' firing range.
Paint Fizzler Paint Fizzlers are an unused fizzler variant which destroys gel instead of portals. Any gel will splatter on contact with the field, and cubes will be cleaned on contact. It does not affect the player. The particle left in the game (paint_cleanser) appears as a red version of the Portal 1 fizzler field. The entity is used in some maps to prevent players from placing gel on certain surfaces to cheat puzzles.
Pneumatic Diversity Vent This type of mechanic was first introduced in a demo of the same name, displaying its abilities to pull objects at a high force. This mechanic is kept as a traveling system around the tube networks. Valve decided this element was not versatile enough to be included in any maps, but it is still fully functional.
Reflection Gel The Reflection Gel replaced the Adhesion Gel in the Authoring Tools after Portal 2 received the Peer Review update. It was to act similarly to the Discouragement Redirection Cube, in that it could reflect Thermal Discouragement Beams. It remains unused for unknown reasons.
Rocket Turret An enemy featured in Portal, the Rocket Turret was apparently to make a reappearance in Portal 2, as evidenced by files found the "scripts" folder of Portal 2's directory files. It can be spawned in-game, albeit without a proper model, missing sounds and somewhat broken AI.

Spawn code: ent_create npc_rocket_turret

Zombie In the "scripts" folder of Portal 2, a file called "npc_sounds_zombie_aperture" can be found. The file references sounds that were not shipped with the game, nor does attempting to spawn the npc yield any results.

Gamemodes

Name Notes
Spite Your Neighbor Described by Valve writer Erik Wolpaw as "speedball meets Portal"[2], Spite Your Neighbor was going to be a competitive gamemode involving moving a ball from one side of a stage to the other using portals. Other players could use portals as well and "it quickly just devolves into pure chaos", says Wolpaw.

Weapons

Name Notes
Paint Gun An early version of Portal 2 retained the Paint Gun from the student project Tag: The Power of Paint, and it functioned in a similar manner of being able to spray certain types of paint for puzzle solving. The Paint Gun was removed from Portal 2, but was revived in the third-party retail modification Aperture Tag: The Paint Gun Testing Initiative, where it is the central mechanic.

Gallery

Videos

Portal 2: Early Animation Tests by Vee K.:

Trivia

  • Prior to the the March 3, 2010 patch for Portal the Party Escort Bot was considered to be cut content; it was added back into the game to fulfill its original purpose of "collect[ing] Chell after she escapes the fiery death that GLaDOS had prepared for her."
  • Early Portal 2 animations reveal that some animations were scrapped from the game due to (possibly) containing creepy properties.

References

  1. https://youtu.be/ivj-0EJT0wc?t=281 History of Portal: Still Alive
  2. http://www.tomshardware.com/news/Portal-2-PC-Game-Multiplayer-Steam,11179.html Why Valve Nuked Portal 2's VS. Multiplayer Mode