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My blindrun: https://www.youtube.com/watch?v=3AfwuTofSjU
I will edit the white tiles you're speaking of after the competition is over, it's in the voting stage now and competition rules say we cannot edit while in the voting stage...
The gel stays btw, I kept being annoyed by the long distances I had to walk when I playtested it. I thought of making the gel invisible but that would be awkward, speeding up without any warning...
Although I understand the orange gel is for getting around, it kind of doesn't make the map look very good...
Also you may want to put some variation on the portalable surface textures in the place where the cube was bouncing around, they look very repetitive.
The thing in the exit are overlapping textures but it's very unclear in hammer so I'm ok with it :)
Apart from that you did it fully intended.
I'll do my best to fix the nodraw leak you've shown me, thanks a lot for that.
I find it problematic that you turn the grating 45°. I always mix it up with glass which is why I try to shoot the portal the way I do from up there.
Also, if you want the grating (or other entities for that matter) to reflect in goo you have to set the Render In Fast Reflectio to Yes :)
As to the entrance portal: put a func_noportal_volume that is flagged as Inactive over the entire floor of the entrance elevator section. Upon entry to the main chamber just send an Activate input to that entity to fizzle the portal in the elevator section...
I also noticed that there's a nodraw leak at the exit: it's close to the exit door (or was it the fizzler?).