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All of yours are right after Afro Melon's map... https://youtu.be/Nlaw555fXIE
(As of the time of this comment, it's still uploading and YT still has to process it. I won't be around tomorrow to post this, so I'm doing it now.)
Cheers!
I hope that helps :)
Aside from that, great map.
Also you can stack things up to reach that pipe in the first screenshot, and following it leads to a render-error hallway of death, you may want to block that off. :)
Anyway it's awesome enough. Actually wondering what chapter 3 will be like ^^
About the ending: As a last twist I wanted the player to exit the chambers the same way they entered. The "true" exit door is therefore placed above the real one. It is hinted discretely by the flashing light, the broken glass and an arrow. From a ratings perspective that might not have been a very wise choice...
The chamber exit-door is just a static prop. The real exit door is also static but has a trigger_once with a PTI reference of "instance:@relay_pti_level_end;Trigger". I am unsure as to if this works or if people (in their good right) are expecting the chamber exit-door to work. The problem is that when I test it, it works perfectly... There has been no complains at chapter 2, where the exit is built excactly alike, but that does not mean...
But perhaps I should add a hint when approaching the dysfunctional door. hmm.
I tried testing myself and they seemed to work just fine. The exit is in front of the door with the push-bar. It is not the door itself but a trigger, that fires when you get near. The doors are just static.
Unfortunately, I have no clue as to why I does not work for the two of you. I will look into it.
Anyway, nice puzzle, albeit a cramped one.
Concerning the ending: (Spoiler) As the chamber is not entered through a normal door neither is it exited through one. The exit is located just above the closed exit door.
10 out of 10. XD
The map didn't had the beauty nor an interesting way to go with, but it did had the progression feeling while going through puzzles. The rooms are a bit to small and it didn't feel like it was a test chamber, it more felt like walking in a backstage area, but it was in the main chamber...
There were some story detials you could had changed to make it better, like introducing companion cube a better way, or defending against turrets with the cube to make the feelz better. But the map did had the attachment to the cube overall.
Good job none the less.
[test for a test]
http://cs2bus.com/sharedfiles/filedetails/?id=259110204