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Also, a common principle of puzzle design among the team of mapmakers/test subjects I hail from (and a principle which is not always respected or even recognized): every included testing element should have a purpose. This doesn't mean, however, that a test chamber should have only one solution.
1. I'll see what I can do.
2. The repulsion gel is there for another way to solve the place. And if you use it with the shaped block, it'll super-fling you.
3. That was intentional.
4. Depends.
5. Yeah. I had recently played that and thought it was a great idea
That trigger block. Reminds me to remove other portalable surfaces in there XD
> Didn't need the stairs in the first room (the player can just portal into the excursion funnel)
> Didn't need the repulsion gel, nor the ramp panel; the wedge makes the player fling at an angle ;) .
> The player can tip the turrets in the end (but why bother when you can just blow them up instead xD)
> The hard light bridge is also useless (a fizzler in front of the door there would make for an easy fix).
> First part reminds me a lot of TWTM #7. Oh wait....
> Maybe other stray redundancies that I've missed...
I am sure this would be better in Hammer, considering how I stumbled around in the exit room looking for that trigger block :P