Hey, I just played through your map. Overall I think it's a great map with its only major flaw being a sense of direction. Often times I would hit a button or turn on a light and wonder, 'Well, what did that do?' I think you should consider adding indicator dotted lines and perhaps signs (i.e. funnel switch sign, although that one was plenty obvious) to the buttons and laser catchers.
I liked your use of world portals, but you have to be careful because world portals can easily cause crazyness in your map. I found a couple problems with the world portals as I was playing through:
- After you push the button to open the door to the top room, the world portals in the 'gel room' close. However, this means that if you now jump down to the white gel button, you're trapped.
- Once you activate the button to the top room, it creates a world portal from the top room to the bottom room on top of the portalable panels in the bottom room. If you then shoot portals at those panels, it will create glitchily-behaving portals.
As an overall suggestion, I would recommend trying to visually/physically integrate the world portals more naturally into your map. As it is right now, it just appears like arbitrary chunks of the wall are cut out. Maps with well-incorporated world portals can be really impressive and mind-bending, since it's less obvious they're there. And aesthetics is always important.
Finally, here are a couple small issues I noticed with the aerial faith plate room. Firstly, the aerial faith plate has a tendency to kill you, since it's a little too weak. Unless you walk onto from directly behind, you will hit the wall and fall into the deadly water. Secondly, you can bring the cube back from that room on your first trip up there. Since the button is rimmed, you can 'range grab' the cube by grabbing it and looking downwards. Then you just have to walk onto the aerial faith plate and as you do so look back up so the cube snaps into your hands. This cuts out a pretty significant part of the puzzle.
My final comment is that the blue gel really did not contribute to the puzzle. The blue gel currently only exists so that you can paint one spot on the floor in order to reach the white gel. It would be more interesting if perhaps you had to paint a spot on the floor, and then bouncing from there would allow you to fling yourself up to the white gel, or something of that nature.
Happy mapping! I think these suggestions should help you polish up this map, and I hope my general suggestions will help your future maps to come.