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Also you need to attach "NOT" gates to the energy ball catcher and energy ball launcher pairs. Portal 1 did something like this so do the same here. It just looks nicer and reduces madness (see first paragraph).
I also found an exploit to not need to disable the laser field because I couldn't figure out how to reach the switch all the way up there. It involves standing on very thin things that I wasn't meant to stand on, throw gel on it, and taking advantage of the blue gel's ability to preserve height fell from. Just attach that button to the autoportal instead.
Overall, OK chamber.
This one's another nice one, probably nicer than some of your other ones
- the energy balls don't stop after they get gought by the catchers, so I have to try avoiding them every time. connect the catchers to the emitters, so that as soon as the ball gets caught, it doesn't respawn anymore.
- secondly, these bigger panels (draw bridges) don't seem to do anything - get rid of them.
- next - the connection lines of the buttons before the orange gel fizzler are ugly as hell. I mean look at them: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=378475132 see if you can make them go straight to the target without overlapping with each other's connection lines.
Despite these 3 issues, I'm giving this map 8/10, because the first part with the faith plates really got me. I fell for the trap, even though I almost knew what's going to happen, and when I wen't back to that room and solved the test with just the paint gun - wow! So satisfying!