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The source swaps, the light bridge orientation changes and the fling parts were fun! But rarely did I play a map that smashes "F6/F7" so hard in your face like this one. As for anti-trapping, using grating right above the goo and adding a single white tile somewhere on ground level seems so easy...
I'm sorry this reamins a neutral. Btw I was convinced that a nice fling would carry me right into the exit, but...no... *sigh* ...this would be my last death before trying again and successfully exiting the chamber.
BTW - very cool to see a puzzle from you after quite a while!
I do think that the layout could use some work in the eventual rework - it was labyrinthine and there were points where I felt that I had to "go with the flow" because I wasn't sure exactly where certain options would take me. A lot more glass would help, but I suspect that with some cleverness (and hammer geometry) some regions could be wrapped back around the map to make it more compact and provide better visibility.
I would also recommend implementing the super magnet/trigger method for rotating portals (which should be even easier in hammer) which would make some of those moves much more comfortable and consistent.