Lpfreaky90 wrote:
1) make sure you run a full compile (use full compile HDR only) or full compile -both -final (!slow) from the expert compile window.
The important thing here is -staticproppolys in the settings from $light_exe; this will calculate the lighting from models properly.
2) there isn't for ambient generics. If you're using voicelines, look to use a logic_choreographed_scene instead. as long as there's talk then the lift won't stop, as TeamSpen already explained 
3) This is a bit tricky; it requires re-compiling the model to allow for multiple skins, when releasing the map you will need to have to pack the model and materials in with the bsp. I took the liberty to do it real quick 
4) I just checked the instance; and it should always work. I use the same I/O in my map and it always works. It might not always work; but as long as you get the portalgun it shouldn't be too much of a problem hopefully 
The obs room looks cool too
Maybe stick a poster on the wall to make it even more fancy!
EDIT: woops attached file now :3
Ah, thank you very much for the radio! For now, as I said earlier in the thread, I'm not planning on releasing any maps. I don't want to disappoint anyone with amatuer things quite yet, so I'm practicing Hammer by recreating maps from Portal 1 (and a couple early ones from 2) in Portal 2's Clean theme.
As such, that's why I can't use choreographed scenes. GLaDOS's lines from Portal 1 aren't in Portal 2's scenes file, and I have absolutely no idea how (if I even can) add them, so I need to use ambient_generics.
And I guess it might be because I've had to alter the instance for a few things. I must have messed something up somehow.
Anyway, thanks a bundle!
And for the sake of more opinions I guess, here's a couple screenshots of the chamber I'm working on from Portal, Test Chamber 2, where you get the blue Portalgun.
The oberservation room above the orange portal emitter is the one I made, for the record.

It's not 100% faithful to Portal, but that's probably a good thing, considering.
I'm also working on a functioning version of Portal 1's elevator, which is my first time using trains. It might come in use as mid-level transportation, I think.
EDIT: The radio's physics seem to be really buggy. It clips partially through the floor and it's really bouncy. Am I doing something wrong?