Well, since nobody seems to get why this was remade using the newer version of the Source engine, I'll try to explain since I am someone who enjoys modding games.
The point of this mod is more like an art portfolio than it is for the fans. You make mods to improve your skill at making them and test how the system works in order to make a better final product. Sometimes these systems don't fully work and you've got to go back and try new methods in order to accomplish your goal. When mods get released, it's so the modder can get useful input on her/his work and later improve upon the problems or suggestions. When I make a map for Portal or Portal 2, first I draw it out on paper, then apply that drawing to the engine. After completing and testing it myself, I release it to my friends for feedback and fix whatever is broken. Then I release it to a broader audience. This is what this mod is, its a piece that is part of someone's portfolio within the modding community. You don't have to play it, but I can tell you first hand, that directly porting over the maps from Portal to Portal 2, does not work. You have to rebuild all the triggers yourself, and sometimes reconstruct the entire stage a bit at a time. In addition to that, you've got to focus on the design aesthetics of the entire map. Sure, I could release something with bland repeating textures with no variance, but that'd look like crud. You have to be innovative on how you design the stage not only to have it look somewhat professional, but to ensure that everything is somewhat fool proof so someone can't skip the whole stage by glitching (as has been demonstrated in Portal).
I hope that clears some things up why this mod was made in the first place and I hope you guys will play it and critique it so that the modder can fix various problems and possibly take some suggestions on her/his mod.
(I could be entirely wrong and this could be for the fanbase, but this is my perspective on the matter)