. It is really cool to have someone playing maps with commentary.
[SP] Bright Side
. It is really cool to have someone playing maps with commentary.
I sloved the last part by funeling a bunch of orange goo towards the panels that are flipped down from ceiling, then firing a light bridge right under it just as it all drops down so it lands on bridge (the bridge is extended toward entrance) Then I walk through the entrance to bridge, use the speed gel and zoom through the fizler to the exit. if this was the intended solution, I must say its a pretty neat use of lightbridges and paint. However, the problem is that the wall above the exit landing area is lined up with the floor and I had to move forward to catch the edge. Id consider making the ceiling higer there or moving the top wall back towards the exit door.
Visually not particularly intersting but it was still fun. 4/5
Ah I just did it again and I see how you are supposed to do it. I did this:

firing my portalbridge all the way up here:

after hitting the fizzler and cutting off the lightbridge I have more than enough velocity to make it to the end but I hit the wall here

and forcing me to use my small ammount of air control to land on the ledge after falling past the wall
so... if you don't want people solving it this way you need to remove the portal surface I used (as it isn't necessary to solve the puzzle anyways) and if you think thats a legit way (it requires firing the two portals in much faster succession) then you could help the player by moving that wall back any distance (i'd say 64 units judging by the textures already there) or better yet: robot arms sticcking out from the landing ledge. Whatever works
hope this helps
Also, I didn't have any trouble placing the proper portals in the third chamber. I at first wondered why the aerial plates' arc was so sharp, and then wide respectively, but after the solution was found I quickly realized you knew exactly what you were doing. Good job, well thought out.
@CrazyGuy: Okay, not sure if I want to recompile whole map because of that, but I keep that in mind. ![]()
As for the non-ramp solution, it's really just a more difficult and more obscure version of the intended solution, so there's no reason to remove it.