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https://www.youtube.com/watch?v=AYqqfajntGU
I've enjoyed, thank you for your very nice job.
I did manage to catch a falling ceiling tile in room one. If you're quick with the funnel, it won't be too hard.
...actually there's a lot of places like that in the map. :s
I got the cube up, but the way felt wrong.
***
This update should fix the cube droppers.
***
This update includes changes to the second chamber, such as signage for cube placement, and floor area for the cube to fall onto.
Playthrough
Making the panel directly below the cube dropper non-conductive was a good way to show the player that directly dropping the cube isn't the intended solution. I had a problem, however, with the unpredictable stopping point of the cube after it gets ejected by the dropper. If it lands on a non-conductive surface, you have to jump down to the lower level to place the cube on a conductive surface.
I can't think of an elegant solution for that, but I imagine it will need to strike a balance between few distractions and greatest cube predictability.
@piotr_mil I'm sorry to hear that you didn't enjoy this one as much. However, I think your difficulties may be a result of an unintended solution. The intended solution is to place the cube on the portalable floor near the dropper, place a portal under it (with the other portal above the catapult), causing it to fall onto the catapult and be launched up in the air. Then stand on the button, and place the portal that was above the catapult on the wall behind the laser field. Then the cube falls through the floor portal, and flies into the caged area. If that's what you did, and still had trouble, I'll look at revising the design.