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The best part, and also most crucial one I'm afraid, is jumping up to the cube dropper & pedestal button, preparing the runway, respawning the cube. You better not do it in a different order XD
Hoo boy. This was both a challenge and very fun. If somewhat irritating during, the payoff was well worth it. I died more than I should have, but hey, that's part of the game sometimes. Took me long enough to figure out I had to jump onto the cube spawn platform BEFORE coating the runway orange and that coating the end of it blue as provided by that one laser catcher would help with my worries of accessibility after removing the blue paint placed on the runway previously immensely. Though it still doesn't allow you to go back on the cube platform, which is when I realized the order of things.
Difficulty: 7.5/10
Design: 9/10
Enjoyed: 8.25/10
Illuminet Tenebras and Chrysotile . While I did make a lot of sub-optimal execution mistakes not realizing slant panels would put laser where you could destroy turrets (thought angle too shallow despite gel landing on ledge [got all but 1 from speed gel button area], putting orange over blue prematurely (as others), and having to reacquire blue gel many times as I explored new areas instead of being efficient as in the walk-through video , nevertheless, I never had moments of not seeing something to try, so never felt the walls of defeat closing in like the other 2 (did see the light in time on both though
my walkthrough
https://youtu.be/_cxkx2z9S8o
I don't use noclipping but I think hestia.is.bestia has a valid point. In any other game, such as Half-Life 2, noclipping would be cheating, but not in Portal 2.
Another awesome map. Cheers!
https://youtu.be/ymcG-jjQrqs