- Portal 2 no steam quit how to#
- Portal 2 no steam quit mod#
- Portal 2 no steam quit full#
- Portal 2 no steam quit series#
Portal 2 no steam quit mod#
(pictured: the player holding David, using a reskinned version of the Destroyed Aperture portalgun model.)Īfter that version of the mod inevitably failed, It was time to rethink things. My idea was, essentially, to direct my mod's narrative in the way JJ Abrams is infamous for doing in his work as well: ask lots of questions first, and answer some of them later.Īlthough short-lived, this mod version had the most promise, with an intriguing new mystery for the player to find the answers to.
Portal 2 no steam quit series#
Inspired by commentaries on the production of the tv show, "LOST," as well as my enjoyment of HCC Hammer Concepts (a workshop map series by Chtack)- the new PFT was going to be modular and tell the story in a ".and then _, and then _" style. (in a good way this time, I thought- and I may still try it in a later project eventually.)
Portal 2 no steam quit how to#
I had a new, ambitious idea for how to handle the mod's development. (I am a Christian- prayer is essential for many aspects of my mental wellbeing.)Īs part of that process, I restarted the entire mod. This all said, through counseling and prayer, I eventually began to recover. At this time, I was also briefly working on the upcoming mod, "Destroyed aperture," but had to leave because I needed time to heal from the things that had been said to me by other people- a decision I made on my own, in spite of rumors that would have you think otherwise. But, these things have a way of affecting one's mental health. I can't pretend that the criticisms were necessarily about just my mapping, as there were also disagreements semi-sortof-recently about other far more stupid things, which they were all still angry about. The "there's nothing good about you or your work"-attitude and criticisms from popular developers of similarly ambitious portal 2 mods, as well as popular people in the community generally, came in unfiltered and often with a venomous tone. They had no problem with nitpicking stuff that had no problems itself. From ever-so-slightly misaligned floor tiles to "incredibly blue fog" to "lights aren't supposed to be red like that, and it looks like 'angery' stract " to "that button is straight outta goldsrc", it didn't matter. So, as often happens within the portal community, I got hefty criticism- almost all entirely un-due. I am currently writing a fanfiction novelization of the story, so I won't be able to summarize it here, but the game's narrative took quite a few turns and twists, spanning portal 1 and 2 eras, and was somewhat overly ambitious. In spite of these lighthearted, albeit stressful, times- It's no secret that 2020 was not a good year for anybody, overall. 2020 was when the version I call "PFT: Classic" came into being.
Portal 2 no steam quit full#
Development was in full swing- We had an entire playtesting system set up to automatically record tests, automated scripts to build new test versions, and plentiful cave johnson jokes for my "Test Subjects" to toss around. "What if I make this a full-blown mod? with a story and everything." and so, Portal: Forever Testing was born.Ģ020: The year the world almost ended weeklyĭuring the 2020 year, I brought on a handful of several playtesters and a couple of voice actors with the intent to tell a brand new story within the Portal multi/universe, focusing on a Core named David and a part-time scientist, part-time test subject, named Kate. So, I replaced the wireless signal boxes (pictured above) with standard lasers in further iterations- and it was then that an idea struck: People were calling it "the door mechanic thing" because all they could tell was that doors opened randomly when they placed portals. among other experiments, I began to create a map-pack that would tell the story of how the thermal discouragement beams were invented by aperture, starting in a sealed-off obscure lab in the facility, accessed through a hole in the wall of a stuck elevator.Įventually, after publishing that first map in the workshop, people began to complain slightly- due to, at the time, my poor ability to communicate the game mechanic as, essentially, an invisible laser. While I was struggling between an ill-planned indie game development career's apparent failure and general frustration with my artistic skillset, I began to experiment with something I had abandoned for quite a while: Portal 2 mod-making. In the beginning, this mod started in 2019 as a small map-pack on the steam workshop called "lost between floors" (a name I have re-used but I'll get to that later.)