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Overall, this chamber could have been simplified by removing redundancies. Don't confuse simple with easy. Simple describes a chamber's design complexity while easy defines the difficulty to come up with a solution in the chamber. I have seen simple yet difficult maps and complex yet easy maps.
I'd love your feedback as well...
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=88518306
When I started this chamber, I didn't notice the light bridge (moron, yeah), so I retrieved the cubes without it which made everything a little more challenging. Removing the light bridge would be a bad idea tho because frankly, jumping around the room and trying to steer mid air to reach the buttons was annoying as hell.
I would move some of the emancipation grids and remove all of the grid deactivation buttons, instead I'd make the player solve this through portals, I'd make the light bridge difficult to reach or add some kind of activation mechanism. Both of the cubes are also too easy to reach.
But anyways, it's a very good chamber way above the average chamber in the workshop. Also, my views might be a little distorted because i've tried hundreds of chambers. So if you feel like it, consider making additional advanced version because this chamber deserves it :)
Also, getting the first cube was quite the race.
Fun 7/10
The whole map connected together nicely with it's use of cubes. Nice size to it all. Variety of different physics used. Indiviual puzzles were not too defeating.
Timing puzzle to get to first cube needs more time.
Portable surface under moving wall has to go somwere else (currently it is possible to get stuck under moving wall).
http://www.youtube.com/watch?v=NoyTNADyGdw&feature=youtu.be