A propper mod just seems more professional than a collection of bonus maps.
I'm pretty much through the basic steps of getting the mod set up I just need to work out how to tell hammer than TS13 uses the portal fgd ( set it in the options like we did in the work around days but it doesn't work) as well as telling the mod itself to use the portal gcf.
I've figured out adding chapters andbackground menus and maps and custom fonts for the menu and things...
[EXP] Test Subject #13

hehe just a small problem.
I now have the mod working just fine, just like portal. 
Just a quick question, can you code C++?

I can do the odd little change to existing code but I cant really make new code myself.
Dad is rather good at the various C variant languages so If I need to code something and the internet lets me down I shall get some assistance from him.
I don't have time to do precise beta test for you, but I am really expecting the first things you will make public and playable. 
Also, announced just now that there is a branch, you can take one of two paths halfway through.
Also, you cant beta test it because its still alpha

Well thats that minor problem fixed
Looks quite classy, don't ya think?
I've found someone to do me a model aswell here is his concept:
http://jeroendessaux.be/PortalDude.jpg
I'll keep ya posted as he makes it.
It's something that I don't really understand in my own adventure...
or where do I think is an appropriate place to start a new chapter?
To answer the first:
-Make a folder in the root of your mod eg: SteamApps\SourceMods\mymod\cgf
-Make a text file in that new folder and call it chapter1
-Open it up and add one line, the name of your map so mine is "map testc_00_b"
-Save it as a .cfg file
To answer the second:
Dunno, not really thought about it yet
I'd like to ask you a question if you don't mind (I could use private messages, but I'm kinda still answering to your previous post) : Is the beta SDK stable ?
I'm afraid to switch, because I had a lot of bad surprises in the past, when using beta SDKs. Since 2004, EVERY update and beta version of the SDK went wrong at first..
I'm working on my own mod since 2 months, and I'm currently hitting a very low point. I'm basically at 75-80%, but I can help it, I'm totally pissed off and can't progress anymore.
But if you want an advice, I'd say that you're doing right. Making a break before you're totally pissed off is always a good idea. You're reducing the risks of throwing everything away forever. In the past, I worked on a HUGE map for HL2: DM. I mean, a REALLY huge map (the BSP was like 150 MB). There was a village, a church, a cemetary, catacombs, sewers, combine buildings eating everything, and advisors lurking around. It was not meant to be played seriously, but it was supposed to be my best creation ever. Eventually, after 8 or 9 months on the same damn map, I blew everything up because I was too bored to do things correctly anymore.