I am truly sorry to anyone who downloaded this map and spawned in a box. I had a massive help from Josepezdj, who discovered what the problem was, hope it does not make you want to not give it a second. Look forward to all the ninjas and map breakers breaking the map 
Robot Extraction Pt 1
B2:
Fixed a major exploit, where you could bypass room 2 and finish the map in just over a minute (Thanks sicklebrick)
Remodeled the floor button room marked with the 2 dot
Added a few extras at the apperature door at the control room, added a trigger brush at said door, so you can re enter room 2 if need be.
Swapped the 3 and 4 sign round to match the signs at exit door.
B3:
Added an extra Deathfield in room 2
When you re enter room 1, the lasers will turn on, and the wall panels will de activate, this stops an unintended solution found by Shakky, thanks for that.
B4:
All improvements thanks to Shakky.
Made a lot of portable surfaces non portable, and added more deatfields in room 2.
The cubedropper at entrance now operates by a prop button which needs to be turned on, no more auto respawing of said cube.
Added more brush work to the alcove where you need to place the cube from room 1.
The faithplate will be disabled to prevent re entry to room 2.
B5:
Added another brush next to cube button in alcove in room 1.
Rearranged the deathfields in cube room, in room 2.
B6:
Moved cube button further back in room 2
Increased the size of a trigger brush when you funnel out of room 2.
B7:
Removed bounce gel and added a piston lift in room 2.
Robot Extraction Pt 2
B2:
Thanks very much to Felixgriffen, who kindly let me use his custom particle, electric_charge_sphere. Big shout to Shakky,Sicklebrick and Quatras for their time in making the videos of all the exploits in my map and RogerL for his screenshots.
If i was to list all the changes i made to part 2, it would be bigger than war and peace, lol. Hopefully this update has eliminated most of them. Lookig forward to round 2 of videos from Shakky and Sicklebrick.
B3:
In room 1, i changed a portable surface to a rotating panel. It is not portable when you first enter the room, but will be later on.
Room 2, i changed 2 portable panels to rotating panels, they will become portable when you place the 2 cubes on the floor buttons. These 2 changes were thanks to Shakky.
B4:
All improvements thanks to Shakky.
Added 2 custom materials to .bsp, they were showing up as white in the map.
Panels which open in room 1 when prop button is pressed, now close when you walk off them.
More grates added in room 2 and the room before the sphere dropper.
B5:
Changed a platform in room 2 to a grate texture, and made a rising platform to rise out of the water when the 2 cubes are placed on the cube buttons, this is to prevent unintended bouncing solution.
Redesigned puzzle before sphere room.
B6:
Added another Deathfield in room 1
Added more grate textures in room 2, also added a barrier next to exit door in room 2
Room before sphere room now has another cube dropper, and the cubedropper in the ceiling, auto respawns.
B7:
Deleted a brush in room 2 and also removed a part of the platform where the 2 cube buttons are in room 2.
Added a grate in front of one of the portable surfaces in the room before the sphere room and added another portal cleanser to the second scanner.

that was there for a solution that i had thought of earlier, but cahnged my mind, will delete that to.
I've only finished the first one so far, but I love the way you've been a bit creative\experimentalwith the layout of it.
. I had updated map 1, but will need to update it again. You will have a field day with map 2, there are a lot of mistakes which need sorted. Looking forward to shakky's solution.