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When people say game they generally mean they are looking to enter a license deal with Valve for the engine so that they can sell it on Steam. Which if that is the case you should review this https://partner.steamgames.com/doc/sdk/uploading/distributing_source_engine and be aware of the Havok license cost.
If you are wanting to make a free mod then you can make a mod based on Portal 2 you just can't make any programming changes (in other words you can launch it from steam but it will functionally be the same as Portal 2). Otherwise you will need to use SDK Base 2013 or Alien Swarm neither of which sadly have linked_portal_doors.
You could try reaching out to Valve once you have a proof of concept working and let them know that you are wanting to use the Portal 2 engine for a 100% free product but generally they only license out 2013 and ASW for that. The only times I have seen otherwise were for mini campaigns for Portal 2 that did not require code access and even then they made owning Portal 2 a requirement.
Actually, that would probably be preferable, as the area i'm placing the portal doors is on a round funnel. if I could make the portal door myself, I could make a round door that doesn't require me to put a gigantic lip on the thing to cover the corners.
No the Portal 1 source code is not publicy available. You could try and remake it on your own if you wanted.
No?
I guess I'll just have to fake it then. Do you know of any way to have props mimic the movement of each other? So that objects moved in the normal room are reflected in the large and larger rooms, and vice versa?
Portal was built on the Source Engine but that doesn't mean the codes available sadly.
If you are doing this with a branch that has a scripting language like vscript or lua you could probably do something where you grab the props normal room coordinates and just multiply them by the scale of the larger room.
This runs on source 2007, if you plan on using it on source 2013 you will have to port it.