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My advice would be to use a flippable panel.
But I need to tell you the first part of "Suspension part2 --- A floor" is very easy to do if you use one of the cube to jump on the other side.
-> Put it the farther you can on the first part of the bridge then you will need to activate the button to fix it. You will be able to use the fixed cube like an help to jump higher and reach the other side without finding the main problem.
Hope it will help ! Cya !
https://youtu.be/sivjv3R7VOk
Note 2: I can stuck your cube behind the moving panel in the third chamber
Very good though chambers; maybe you should add an intro chamber because this was quite hard to figure out how works the cube !
By curiosity, i decompiled your map to see how you did it; it's more complicated than it should be:
1-In hammer, make a prop_weighed_cube, then "add" , "rendermode" 10 (this cube is the main corpse, and is invisible)
2-convert your whole designed cube structure into a func_brush, then parent it to the prop_weighed_cube ; place the two in the exact same location
3- When you want your suspension cube "suspended", just disable the prop_weighed_cube using an output with the button: (onpressed ; weighedcubename ; disable)
Enable it when you want the suspended cube gets normal physics
Advantages: you can fizzle and have the physics of a normal cube :)
Though I expected something more after I got the companion cube in the first chamber, what a shame.
Great work