A Tribute map to Chander.
This started being only a remix of 'Chander's Test 12' PTI map, to which at first I only introduced a few changes in order to allow an alternate ending solution, plus a different way for getting the cube.
But soon I thought of more changes to allow a paralell game based in finding 3 hidden special cubes (easter eggs) that must be used into an optional part of the map, an easter egg's big area, with a very special reward
So I put Chander's logo to those special cubes giving each one a different colour, and locating them in different places...
This is a HARD map that "pushes things a little further" from its already hard predecessor, but let me say that no ninja moves or crazy maneuvers are involved though, only thinking with portals! There are a couple of tricky moves that I personally like a lot, and I'm so interested in knowing what the solvers will think!
It's a map based in conversion gel and bouncing gel, and how to move them both by means of orange and blue funnels to finally reach the exit.
Any kind of feedback on the map is greatly welcome.
I sincerely hope some of you will like all containing challenges. I'd suggest to focus first in the main puzzle solution because it is the most difficult (and it might also help to easily reach the easter egg areas on the way).
Good luck and Enjoy!
**FOR THOSE WHO PREFER THE BSP FILE, FOLLOW THE EXTERNAL LINK:
http://rapidshare.com/files/1849011212/ ... %20v1.7.7z**
TEAM:
- Aesthetics concept and Mapping by josepezdj (upon the PTI decompiled map "Chander Test 12")
- All 'Black Damask' textures, Chander's logos, all reskinning (cubes, elevator, telescopic_arms etc) and rest of art work by Vanessa Jaramillo.
CREDITS:
- Skybox by Komaock (who else!?) / skybox colour tweaking by Vanessa
THANKS:
-
Thank you Vane, thank you for your neverending support, kindness, help and availability! Thanks for having all those designing skills I haven't got, you know you are my arms!

-
The map itself is a big thank to Chander so, I guess I don't have to say more...
However, thanks Chander for beta-testing 
-
Thanks to the forum for the continuous help and support: http://www.thinking.withportals.com
CHANGELOG:
v1.1 = Prevented Sickle's "evil basterd solution" 
v1.2 = Prevented Shakky's unintended ninja jumps
v1.3 = Prevented (hopefully) Shakky's unintended crazy jumps
, and also Greykarel's really awesome and legit solution, though unintended
v1.4 = Prevented latest Shakky unintended paintings :p and that last crazy jump.
v1.5 = Prevented more of Shakky's unintended moves
v1.6 = Precented blue gel at main area altogether with some other unintended moves
v1.7 = Added more grate to the floor in main area to prevent unintended actions plus minor changes
Click here to download Da-MaSK (Chander's Test 12 remix by josepezdj)
Click here to download Da-MaSK (Chander's Test 12 remix by josepezdj)













At least with the bsp version running it via the console and quicksaving: after reloading or even restarting the game the gel is still right there! I will check if it's only a workshop bug, and in that case, I'll release the .bsp too 


