Portal: Terminal is a mod that takes place in an Aperture employee's hard drive. The tests on this drive are mostly in an uncompleted state, never assembled in the real world, some with good reason. That's where you, a piece of code acting as a hypothetically perfect test subject, come in. Partway in the game, the hard drive begins failing, something your guiding AI cannot save you or itself from, leading to a journey through circuits and sentience.

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I'm quitting this mod for good. I tried to revive it once but I keep running out of motivation for it....

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I'm quitting this mod for good. I tried to revive it once but I keep running out of motivation for it. I'd rather release something that's good and respectable than have this turn into a laughing stock like so many other mods do. Right now, things seem like they'll only lean towards the latter. I simply don't have the experience with writing, modeling or level design I think a mod like what I envisioned requires. I can hand these jobs off to other people but then I will simply be an Ideas Guy. I think this mod might have been holding me down for a while because I tried to stick to it and only it, not even bothering to do any smaller things that would give me more experience. I want to do other stuff. My advice to anyone else: wait a while before announcing your projects. Anyway, link below contains basically everything I did for the mod. Anyone else is welcome to mimic the style for their maps, finish the mod, whatever. I've provided some txt files giving details on stuff.

Drive.google.com

Oh, and those 5 screenshots are WAY outdated.

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Secret_Coming
Secret_Coming - - 1,057 comments

"Wait a while before announcing your projects"
That should be this website's motto lol.

Anyway, from what I'm reading it seems an entire project as big as a mod takes not only skill and patience, but also requires an entire team. You just can't do these things by yourself. Of course, getting a team is also an even bigger challenge, but thats why portfolios exist ;)

Here's my advice to you: start out with the small things. You don't have to scrap everything, for instance if you think what you managed to do so far doesn't fit into a whole mod you could just polish it up a bit and release to the workshop (hell, you don't even have to give it an ending), to make it at least not go to waste.

If you want to work on a fullscale mod, you don't have to make one yourself! There are some active mods out there like Backstock and Abyss that could surely use a hand. If you want something more "light" you can also try Alive & Kicking. Who needs fullscale campaigns anyway? Even a 4 to 6 map collection might do if you just want to publish on the workshop, and it doesn't even need to be complex!

Now I understand if you don't feel like working on this stuff if you're not very fond of the crappy development tools valve gave to us, but it doesn't seem here like thats the reason. Think it througly before just throwing everything off. Best wishes!

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