List of Portal 2 Map Resources

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.
Thumbnail	Map Name 	Noteable Resources 	Noteable instances used 	Other notes
Act 1 	Act 1 	Act 1 	Act 1 	Act 1
 	sp_a1_intro1 	 	 	
 	sp_a1_intro2 	Toggleable Portal Emitters 	 	
 	sp_a1_intro3 	Departure Elevator Cleaning 	 	
 	sp_a1_intro4 	Glass break on stand 	 	
 	sp_a1_intro5 	 	 	
 	sp_a1_intro6 	 	 	
 	sp_a1_intro7 	Core Panel 	 	
 	sp_a1_wakeup 	 	 	
Act 2 	Act 2 	Act 2 	Act 2 	Act 2
 	sp_a2_intro 	Camera Transition Spawn 	 	Transition teleportation point is set to @incinerator
 	sp_a2_laser_intro 	Usage of Lasers 	 	
 	sp_a2_laser_stairs 	Stair panels and other panels Elevator turret boxes 	 	
 	sp_a2_dual_lasers 	 	 	
 	sp_a2_laser_over_goo 	Horizontal moving panel 	 	
 	sp_a2_catapult_intro 	Faith Plate Falling Panels 	 	
 	sp_a2_trust_fling 	 	chamber_hallways/entry_hallway_tall_dirty_nocaps_bustfloor.vmf 	Map available in sdk_content folder.
 	sp_a2_pit_flings 	Broken fizzler 	 	
 	sp_a2_fizzler_intro 	Props exit elevator 	 	
 	sp_a2_sphere_peek 	Ghost panel 	chamber_hallways/entry_hallway_tall_dirty_nocaps_errorarm.vmf (Unpublished) 	
 	sp_a2_ricochet 	Panels 	 	
 	sp_a2_bridge_intro 	Lightbridge A type of Entry Hallway Tall 	 	
 	sp_a2_bridge_the_gap 	Broken Test Door Choreo 	 	
 	sp_a2_turret_intro 	No departure elevator Vertical Door 	 	
 	sp_a2_laser_relays 	No arrival elevator Map shows panel design Laser Relays Departure Filled turret elevator	 	
 	sp_a2_turret_blocker 	Moving glass panel Falling turret departure elevator 	 	
 	sp_a2_laser_vs_turret	Breaking vent 	 	
 	sp_a2_pull_the_rug 	Vertical moving panel 	 	
 	sp_a2_column_blocker 	Departure elevator speed change 	test_chambers/bday_antechamber.vmf 	Map available in sdk_content folder.
 	sp_a2_laser_chaining 	 	 	
 	sp_a2_triple_laser 	Short chamber hallway Clean chamber Laser with sound 	 	
 	sp_a2_bts1 	Seamingless teleportation BTS door panels Panel relays Neurotoxin 	(Unpublished) (Unpublished) 	
 	sp_a2_bts2 	Turrets from tubes Yellow elevator Seal In VScript 	sabotage/seal_in_arms.vmf (Unpublished) sabotage/seal_in_panels.vmf (Unpublished) 	Level starts without elevator and no transition teleportation.
 	sp_a2_bts3 	Vertical Door Core Flashlight Lasering panels Tubes 	(Unpublished) 	
 	sp_a2_bts4 	Conveyor Belt Special Turret Turret custom target Template Scanner Defective Turrets 	 	
 	sp_a2_bts5 	Moving Portals Special transition Shredder for Turrets Laser cutting wall physics 	sabotage/portal_panel_1.vmf (Unpublished) sabotage/portal_panel_2.vmf (Unpublished)	
 	sp_a2_bts6 	Camera Scene Vacuum Tubes 	 	tube_ride_viewproxy
 	sp_a2_core 	Choreo 	 	
Act 3 	Act 3 	Act 3 	Act 3 	Act 3
 	sp_a3_00 	 	 	Transition teleportation point is set to @bottomless_pit
 	sp_a3_01 	Camera start Vault Timing button 	 	
 	sp_a3_03 	Doors 	 	
 	sp_a3_jump_intro 	 	 	Transition teleportation point: @test_dome_lift
 	sp_a3_bomb_flings 	 	 	Transition teleportation point: @test_dome_lift
 	sp_a3_crazy_box 	 	 	Transition teleportation point: @test_dome_lift
 	sp_a3_transition01 	 	 	Transition teleportation point: @test_dome_lift
 	sp_a3_speed_ramp 	Ramps 	 	Map available in sdk_content folder. Transition teleportation point: @test_dome_lift
 	sp_a3_speed_flings 	Rotating Panel 	 	Transition teleportation point: @test_dome_lift
 	sp_a3_portal_intro 	 	 	Transition teleportation point: @test_dome_lift
 	sp_a3_end 	Custom elevator 	 	Transition teleportation point: @hallway
Act 4 	Act 4 	Act 4 	Act 4 	Act 4
 	sp_a4_intro 	Monitors 	 	
 	sp_a4_tb_intro 	Monitors Relaying Panels 	 	
 	sp_a4_tb_trust_drop 	Panels 	 	
 	sp_a4_tb_wall_button 	Moving chamber 	 	
 	sp_a4_tb_polarity 	 	 	
 	sp_a4_tb_catch 	 	 	
 	sp_a4_stop_the_box 	Chamber moves 	 	
 	sp_a4_laser_catapult 	 	 	Map available in sdk_content folder.
 	sp_a4_laser_platform 	Laser Wall 	 	
 	sp_a4_speed_tb_catch 	Ramp 	 	
 	sp_a4_jump_polarity 	Breaking Chamber Hallway 	 	
 	sp_a4_finale1 	Crushers 	 	
 	sp_a4_finale2 	Moving Chamber Linked teleportation Shredder 	 	Transition teleportation point: @hallway
 	sp_a4_finale3 	Explosives Special Tube Conveyor Belt 	 	Transition teleportation point: @hallway
 	sp_a4_finale4 	Cores Transition where position is maintained from previous level Core Panel 	 	Transition teleportation point: @hallway
Act 5 	Act 5 	Act 5 	Act 5 	Act 5
- 	sp_a5_credits 	 	 	
== 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 	Intro 	Intro 	Intro 	Intro
 	mp_coop_start 	Ping Tool triggers Portalgun Podest 	 	
- 	mp_coop_lobby_2 	- 	- 	Old Hub without the DLC room. Gets used as Commentary Map
- 	mp_coop_lobby_3 	Selectable Tracks DLC1 Camera Vacuum Tube Transition 	 	
DAY 1 - TEAMBUILDING 	DAY 1 - TEAMBUILDING 	DAY 1 - TEAMBUILDING 	DAY 1 - TEAMBUILDING 	DAY 1 - TEAMBUILDING
 	mp_coop_doors 	Camera Coop Exit Door Animated Panels 	coop/coop_spawn_room.vmf coop/coop_team_double_exit_door.vmf coop/coop_endlevel_room.vmf	Map available in sdk_content folder.
 	mp_coop_race_2 	Coop Checkpoint spawn Sphere Button Timed buttons 	 	
 	mp_coop_laser_2 	Toggleable Panels Coop Checkpoint spawn Lasers Laser Relays 	 	
 	mp_coop_rat_maze 	Moveable Block Panels 	 	Map start triggers "Rock Paper Scissors" taunt
 	mp_coop_laser_crusher 	Slow Moving Toggleable Crushers Vertical Platforms 	 	
 	mp_coop_teambts 	CD Timed Levers 	 	"laugh" taunt
DAY 2 - FLINGING "Mass and Velocity" 	DAY 2 - FLINGING "Mass and Velocity" 	DAY 2 - FLINGING "Mass and Velocity" 	DAY 2 - FLINGING "Mass and Velocity" 	DAY 2 - FLINGING "Mass and Velocity"
 	mp_coop_fling_3 	Vertical Moving Platform 	 	
 	mp_coop_infinifling_train 	Arm placing button 	 	
 	mp_coop_come_along 	Platform panels 	 	
 	mp_coop_fling_1 	 	 	
 	mp_coop_catapult_1 	Special wall 	 	robot dance
 	mp_coop_multifling_1 	Cube Button 	 	
 	mp_coop_fling_crushers 	Double timed Floor Buttons Timed Relaying Crushers Vertical Platform 	 	
 	mp_coop_fan 	Ventilator Fan Switchable Vacuum Cube Dispenser System Fling Adjustment on portalshootable wall 	 	
DAY 3 - LIGHTBRIDGES "Hard-Light Surfaces"	DAY 3 - LIGHTBRIDGES "Hard-Light Surfaces"	DAY 3 - LIGHTBRIDGES "Hard-Light Surfaces" 	DAY 3 - LIGHTBRIDGES "Hard-Light Surfaces" 	DAY 3 - LIGHTBRIDGES "Hard-Light Surfaces"
 	mp_coop_wall_intro 	Lightbridge 	 	
 	mp_coop_wall_2 	 	 	
 	mp_coop_catapult_wall_intro 	 	 	
 	mp_coop_wall_block 	Automatic Platform Panel 	 	
 	mp_coop_catapult_2 	 	 	
 	mp_coop_turret_walls 	Automatic Platform Bridge Panel 	 	
 	mp_coop_turret_ball 	 	 	
 	mp_coop_wall_5 	Laser object placer Lightbridges Object from Vacuum Tube 	 	teamhug
DAY 4 - TBEAM "Excursion Funnels" 	DAY 4 - TBEAM "Excursion Funnels" 	DAY 4 - TBEAM "Excursion Funnels" 	DAY 4 - TBEAM "Excursion Funnels" 	DAY 4 - TBEAM "Excursion Funnels"
 	mp_coop_tbeam_redirect 	Reversable Tractor Beam Shredders 	 	
 	mp_coop_tbeam_drill 	Toggleable Panels 	 	
 	mp_coop_tbeam_catch_grind_1 	Shredders Shredder Wall Movement Toggleable Panel 	 	trickfire
 	mp_coop_tbeam_laser_1 	Toggleable Stair Panels 	 	
 	mp_coop_tbeam_polarity 	Wall Cube Button 	 	
 	mp_coop_tbeam_polarity2 	Automatic Crusher 	 	
 	mp_coop_tbeam_polarity3 	Automatic platform panel Toggleable wall 	 	
 	mp_coop_tbeam_maze 	Various of different Crushers Kill trigger for two players entering maze 	 	
 	mp_coop_tbeam_end 	Non-active turret templates on platforms Turret self-closing window Self enabling turret gun out state	 	
DAY 5 - PAINT "Mobility Gels" 	DAY 5 - PAINT "Mobility Gels" 	DAY 5 - PAINT "Mobility Gels" 	DAY 5 - PAINT "Mobility Gels" 	DAY 5 - PAINT "Mobility Gels"
 	mp_coop_paint_come_along 	Underground Coop Spawn Underground Coop Exit Gel Vertical moving platform 	 	
 	mp_coop_paint_redirect 	Underground Fizzlers Underground Panels 	 	
 	mp_coop_paint_bridge 	Lightbridge with arm panel to underground Underground Coop Checkpoint 	multiplayer/two_player_airlock_underground.vmf 	
 	mp_coop_paint_walljumps 	Lightbridge with arm panel to underground Underground Coop Checkpoint 	 	
 	mp_coop_paint_speed_fling 	Ramp Crushers Bipart Blast Door 	underground/security_door_01_areaportalled.vmf (Unpublished) 	
 	mp_coop_paint_red_racer 	Ramp Defective Turrets 	 	Map available in sdk_content folder.
 	mp_coop_paint_speed_catch 	Timed panels 	 	
 	mp_coop_paint_longjump_intro 	Vault Lasers Taunt Trigger Cube Ramp Toggleable Panels Timed Levers 	 	
DAY DLC1 	DAY DLC1 	DAY DLC1 	DAY DLC1 	DAY DLC1
 	mp_coop_separation_1 	Door Panels 	 	
 	mp_coop_tripleaxis 	Vertical Moving Platform Crusher Animation 	 	
 	mp_coop_catapult_catch 	Fling Adjuster Trigger Toggleable Wall Ramp 	 	
 	mp_coop_2paints_1bridge 	Visible Disassembly Coop Exit 	 	
 	mp_coop_paint_conversion 	Special spawn and checkpoint Timed Levers 	 	
 	mp_coop_bridge_catch 	Platform Wall Parts decoration 	 	
 	mp_coop_laser_tbeam 	Vertical Moving Platforms 	 	
 	mp_coop_paint_rat_maze 	Moveable Block Panels 	 	
 	mp_coop_paint_crazy_box 	Glass Box Door Gate Night vision 	 	
Credits 	Credits 	Credits 	Credits 	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
: 
: A clear visible area of a skybox.
: 
: Most likely, as it is different from the other global_ents, except that it collapsed some from .
* sp_a2_ricochet
: A type of 
: 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 
* sp_a4_laser_catapult
: Most likely based on the light.
* sp_a4_tb_catch
: A possible version of (a version without cables)
* sp_a4_tb_polarity
: Another version of that wall module.
* mp_coop_fan
: Possible 
* "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 version
: sp_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.
= See also =
* List of Portal 2 Instances
* Decompiling Maps
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