RectorRocks wrote:
Details were fantastic but I'm not sure if I solved it intendedly
Here's my playthrough:
a7IplZihmGY
5/5. Excellent.
Thanks for mapping! 
Cheers! 
Thanks for the video! That certainly isn't the intended solution, but it looks pretty hard to pull off and I don't think there's much I can do to stop it, so I guess it'll stay. Thanks for the kind words!
josepezdj wrote:
Awesome map as usual! I loved the aesthetics! really... That combination of soft (warm) mood and the partial destruction is awesome!
And the skybox and the lighting overall is really good as well.
Keep on working that style! And this kind of puzzles too! 
My solution
-P7HwChn7jg
Thanks for creating!
5/5 from me.
Thanks jose! Still waiting for the video to process so I'll check it later on. Great to hear the king of custom visuals likes my ones! 
EDIT: After watching your video, you've got the intended solution. However, you could have saved yourself some trouble and put the cube in the area with the light bridge, then when you got onto the bridge in the main chamber, you walk through your portal, get the cube, then walk back out onto the bridge.
Dr.Toaster Waffles wrote:
Fantastic work srs bsnss! You really improved the look and the style felt much more dynamic with the cubes flowing through the tubes.
Quick question: Do you make these maps from scratch or do you import them from PTI? It's really hard to tell.
Anyways, 5/5. I think this is my favorite map from you.
Thanks!
I tried to incorporate as much of the feedback from the last map as I could into this one, so I'm glad to hear it's been for the better.
In regards to your question, I draft them in PTI then build them from scratch in Hammer. I probably could do PTI re-skinning (like in "Repulsive Behaviour"), but it's really difficult to work with PTI .vmfs so I try to avoid it. I can understand why it'd look PTI-ish, I heavily favour the 128x128 grid in most of my maps because of how convenient it makes things.