Aperture Ireland tells the story of a test subject in one of Aperture's regional branches. Solve puzzles and dodge bullets as you start to unravel the facility's dark secret.

Current State of progress:

  • Version 2.0 (about to be) released
  • A few known issues that may be fixed if solutions are suggested in the comments or otherwise present themselves
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This morning, I decided to take a trip down memory lane, by downloading the latest release of Aperture Ireland, installing it, and playing through it start to finish. I guess before I even started it, I was glad I had finally released a version that didn't need loads of finicky install steps, like the first few…

The first issue I noticed was that the image on the monitor got distorted when the AI was talking. As I recall, I shipped with this glitch, because it only occurred on Linux and I couldn't figure out how to fix it. Somewhat regrettable, but then I don't know what the hell I was thinking with those monitors in the first place. Perhaps if the "person" on the screen was sitting behind a desk and wearing attire appropriate to working in Aperture, it would have made some sense, but as it is, it's just strange and random…

Honestly, my voice acting as the AI didn't make me cringe as much as I thought it would. Hearing the simulated test supervisor speak with a rural Irish accent actually made me smile, and seemed quite appropriate for the setting of the mod. Of course, the quality of the recording was subpar, and in quite a few cases, the writing leaves a lot to be desired (chamber 10 anyone?).

There were also a few custom music files that didn't play, and I heard Doctor Kleiner say "fiddlesticks" more often than one would like to when playing a Portal 2 mod. I tried manually running "snd_rebuildaudiocache" (which I know one shouldn't have to do) but it made no difference. I can only conclude that I accidentally omitted some sound and/or script files from the zip file for the version 2.0 release – that or Valve found some way to break them in the past six years…

Other glitches I noticed were the cube dropper in chamber 13 dropping two cubes at once (not sure how that sneaked in there, since I must have playtested that before releasing 2.0, at least the advanced version) and, of course, the poor aim of the rocket turrets. I definitely remember shipping with the latter glitch, having failed to figure out a way to fix it, and having put fairly arbitrary holes in the floor in certain places to aid steering the poorly-aimed rockets. Nonetheless, the rocket-based gameplay was definitely more frustrating than it needed to be.

Speaking of gameplay, the elephant in the room is the mapping itself. I know well from the comments I've got down through the years that the puzzle design failed to impress (especially since so many of Portal's trainings are just repeated), as did the lazy texturing in several places. Well, hands up, it's all true. I suppose I didn't want to be working on it for more than a year, and it was mostly a solo effort. I did start to rush it once we got into the summer of 2012, since I was about to go into the final two years of secondary school, and possibly be forced to abandon the project altogether (maybe many would have preferred if I did!).

I suppose the other excuse that I had in my head at the time for the mediocre gameplay was that I was trying to tell a story with this mod. Except I've since come to realize that it wasn't a particularly good story, nor did I tell it in anything like a good way. Still, I didn't really come across anything I felt too ashamed of…

… Until I reached the final section of the final boss – that's really when it all fell apart! I built, choreographed and scripted the whole thing myself, and even I didn't have a clue what was going on! For starters, there was no visual indication of the Strider's warp cannon, which was key to knocking the final sphere off the boss. I'm sure there was originally a beam, but it somehow got broken, and I didn't fix it since it was at the end of the game, and (as I said before) I was rushing. It got even more confusing (and frankly goofy) from there… I also feel there wasn't enough attention drawn to the danger of running out of time, despite the clocks all over the place.

Then of course, there was my writing and voice acting for the Vortigaunts, both in sphere form (yep, that was part of the story too…) and in the flesh. My only consolation was that the gameplay leading up to that was so confusing, that most players probably never got far enough to hear it!

I still like the idea of a Combine creature invading an Aperture facility, but I feel I'm in the minority with that, so I don't know if I'd still use that final boss concept if I were making this mod now. Whatever about the concept, the implementation sucked – I'd definitely throw out and completely rethink the final phase of the fight. Along with most of the test chambers…

The final scene with the Vorts? Well, the name VIGoV came from there, so it does have a place close to my heart, but if I were to redo it, I'd have to at least rewrite the dialog, and maybe get somebody better to do the acting.

Who knows, maybe someday I will go and remake the whole mod, hopefully in a form that more people would enjoy. Until then, goodbye and thank you so much for reading!

Release of version two

Release of version two

News

I explain that the new version is released, and what has changed.

A little update - advanced chambers and more

A little update - advanced chambers and more

News 2 comments

Post-release activity is continuing on this mod, because of SteamPipe and other factors.

We have lift-off!

We have lift-off!

News 2 comments

I announce that we've released and contemplate the future direction of this enterprise.

We're about to go Gold!

We're about to go Gold!

News 2 comments

I announce that we're close to release and show some more gameplay.

RSS Files
Aperture Ireland version 2.0

Aperture Ireland version 2.0

Full Version 8 comments

This is a full download of version two of this mod. It contains new features and is easier to get up and running. This is a ZIP archive, which usually...

Aperture Ireland version 1.1

Aperture Ireland version 1.1

Full Version 5 comments

This is the full download for version 1.1 - please use this and not the original below. This is a 7-zip archive, which needs 7-zip to extract, and installation...

Aperture Ireland Setup

Aperture Ireland Setup

Full Version 16 comments

This is the setup file for the full version of Aperture Ireland. It is a self-extracting archive that runs a simple installer tool and automatically does...

Post comment Comments  (0 - 10 of 28)
KaziiTheAvali
KaziiTheAvali - - 1 comments

this is the first time ive seen this however with all the abandoned mods out there i am glad you continued expecally since your a one man crew

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StriderShoσter
StriderShoσter - - 44 comments

I'd love to see a remake one day of this mod. Although it wasn't perfect I really did like the concepts it had. I think having combine to fight in a portal mod is a very interesting idea. I think this mod had a lot of potential it just lacked in execution. Best of luck if you ever decide to remake this mod!

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PluMGMK Creator
PluMGMK - - 45 comments

Thank you!

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Secret_Coming
Secret_Coming - - 1,057 comments

Woah, I gotta play this mod. Cant believe I never noticed it.

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dylansangwanpanichga
dylansangwanpanichga - - 34 comments

When I load up the mod, a bunch of lines and some ERRORs appear.

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dylansangwanpanichga
dylansangwanpanichga - - 34 comments

Well, the patch did the job.

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daniel-reynolds-1984
daniel-reynolds-1984 - - 2 comments

I’m loving the chambers so far. Unfortunately, I can’t seem to assign a button to eject the high energy pellet in chamber 11 to anything on my controller. I would appreciate any help. Thank you.

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employee426
employee426 - - 18 comments

Ok nice mod, few critiscisms though, first the voice from the testing chambers is a robots voice, but the person on the screen is a human? Also the voice itself doesn't sound that good, if you update at any point pay someone if need be to do a better voice, nice tests though.

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PluMGMK Creator
PluMGMK - - 45 comments

Well, it's been two years since this comment was made, but since I finally saw it I may as well respond.

Yes, the idea was that it's a CGI human – the robot wants to present a human face to make test subjects trust it, but obviously not very successfully. I think it was some random idea I had once and decided to implement when I actually made a mod, despite the incongruity. Maybe someday I'll make a reboot version where I dispense with this weird idea.

About the voice, noted. I had asked a few people about doing a robot voice, but nothing came of it so I ended up doing it myself. Back then I definitely wasn't in a position to pay anyone either. In the future, who knows…

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hanazaki461413737739
hanazaki461413737739 - - 2 comments

Hi there! So I recently downloaded this and put it in sourcemods, etc. (the one I got was version 2.0 on Mac)

I tried to open it, and the credits played (uigou or something, I think) but then it shut down with the Error message as follows:

Error
TEX Instruction: unsupported sampler type used

Any clue on what I did wrong?

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Guest
Guest - - 688,627 comments

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