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Also, I think I have seen this concept on ThinkingWithPortals.com before somewhere.
5271
If you're interested, hammer comes with example maps (like sp_a2_column_blocker) which show cubemaps usage and hopefully provide some insight. The basic idea is that you put them whereever you need to reflect the world. Near tractor beams, item droppers etc, you should put them near glass as well but it's not needed and have a few at eyeball height (64 units) for when you're walking around carrying something. Also don't work unless they are minimum of 16 units away from the surface.
I won't be offended if you delete my message
It took me ages to realise that you control tractor direction based on which portal you connect with. I did notice the first tractor change direction, but I thought it had something to do with the cubes movement. You might consider some in game text.
One other thing; env_cubemaps, place them 16 units in front of every tractor beam and around the transport tubes to get the reflections and colour right. Your image above shows good colour, unfortunately this isn't how it looks for people downloading through workshop.
I'm not sure what's going on, but I think P2 caches reflection textures so when you test your map in P2 it relies on already cached reflection textures which don't exist in the bsp file making it look good during testing, but not when it's downloaded and run through workshop. Download it and run yourself (through workshop) to see what I mean.