Contest entry for the TWP Mapping Contest 2011, this is a new version - redesigned & full of fixes. Now available through the Steam Workshop.
[SP] Core Civ
1: Glass doesn't smash when it should (FACT)
* FIX: just stand there until the invisible glass smashes
2: Walkway shouldn't be there (FACT)
* FIX: There isn't really one, but all i can ask is please don't exploit this too much :3
3: Turret can randomly explode (FACT)
* FIX: Its due to a trigger too large for the lasers. the only way to avoid killing the turret is to get it on its side, and slide it under the lasers.
4: Exit lift doesn't end level (WHEATLEY)
* FIX: Quit the game when you get to that point, its the end anyway.
5: Door doesn't close when only one cube is on the button pair (SPACE)
* FIX: There isn't anything you can do, but i ask for you to try to do the test as intended, if you can figure it out 
6: Some sounds don't play (WHEATLEY)
* FIX: There isn't one, since its an engine problem (too many sounds)
SpAM_CAN wrote:
1: Glass doesn't smash when it should (FACT)
* FIX: just stand there until the invisible glass smashes
???
I have gotten the glass to break once, and for some reason it still wouldn't let me go through.
Also, it's really easy to kill the turret and not trigger a lose. For example, dropping it or dunking it in blue gel.
Also, one of the laser cube droppers still glitched out 
Nice level overall, just some of the puzzles were frustrating.
Idolon wrote:
Yeah, I eventually got the glass to break by making the turret "panic" (tipping it over), but there was still an invisible wall. I eventually just noclipped through and finished the level.Also, one of the laser cube droppers still glitched out
Nice level overall, just some of the puzzles were frustrating.
Just stand on the other side of the glass? xD
I've been a big fan of Core Civ since the alpha, that "could have promised anything and more". Results: the fact core chamber fights with space's for the top position, but there's... a couple drawbacks. The external sequence right after Adventure, is a bit tough: I'd hate losing players there because they can't make the jump. Let's hope the judges are good.
Also: I bugged myself locked in the facts core room. Not even too difficult: picture players picking up the turret, what are they going to do next? Bring it with them... not so sure: how about throwing it to another turret! And if it lands on their platform, and stays there, you're stuck.
And xdiesp, i've noticed stuff like that, but i can't fix any of it (even though i know how to!) I'll release a bug-fixed version of the map once submissions are open again, but it won't be entered into the contest unfortunately. When you pick up the turret, doesn't it come up with a hint saying 'don't let it die!'?
maybe if you had more time to work on it... its kind of buggy in the flipping areas as well
Anyways, here is the recording:
kAIh4Oh-l2c
(Link: http://www.youtube.com/watch?v=kAIh4Oh-l2c)
Also note the video description for more feedback and my signature for additional project information.
The first time in the funnel room, one cube bounced over the water by the exit and just floated in mid-air. The second time, I got no cubes at all. The third time was the charm.
Then came the turret puzzle, which had no sense of direction or purpose. I finally got back to the gel room, and had to break the glass via the console. Then, I couldn't bounce myself onto the shelf (but then again, I've never been able to control myself on bouncy gel.) Then came the orange gel glass smash, which worked so well, it makes me wonder why you didn't use that below.
Then you get to the end, which is such a letdown.
What started out with great promise rapidly degraded into an unplayable mess. This should have remained in WIP until done. As it is, just 2/5 from me.
Anyway, enjoy - its way more playable now!