[SP] Switch Case
Can you use this map's varied puzzle elements to effectively utilize limited resources and find your way out?
Featuring unique design elements such as custom entry and exit chambers, personalized chamber signs, and very own mini art gallery, you may just find yourself returning to sightsee, even after solving the puzzle.
Feedback welcome.
Versions:
1.2 (final, barring any bug reports)
Bug fixes:
- first cube dropper with void inside
- could walk on front of shut panel
- catwalk cable attachments were transparent from below
Improvements:
- Fired the decorator who positioned the tube in front of the art gallery
Tube raised
- Changed ceiling texture to gray color to avoid portalling/no portalling confusion
- New gates in pit to make it clearer what side room's purpose is
- Minor lighting improvements
1.1:
Gameplay:
- Prevented several shortcuts
- Added indicators for confusing buttons
- Assigned trigger events more intuitively
Bugs:
- glitchy textures around\inside panel no.1
- Button inappropriately disabling fizzler
- The camera at the exit can intersect the wall.
- There is a gap between the door and the wall in the exit hall
File Name: sp_switch_case_v1-2.rar
File Size: 3.39 MiB
What I found aggravating at first, were the many unportable white surfaces: those could use an intervention imo. Bugs: glitchy textures around\inside panel no.1; first cube dropper with void inside; same dropper is easy to knock your head onto, during the last jump; see that you can't walk on the front of shut panels (weird but possible); the arrow marked button could use some indication of what it does; glass shattering while landing on the last platform looked random, consider having it trigger when entering the old room.
Maybe I didn't need it because of the following bug:Press the button with the down arrow next to the button dropping the reflector cube, then press the button dropping the reflector cube => the cube passes through the fizzler down below without disintegrating
The cable are immaterial. It's better for the gameplay but the player might take extra unnecessary care to avoid bumping into them. Using pillar from below or near horizontal cables (i.e. not in the flight path) would be better.
First incline platform is not necessary, from the catwalk, one can shoot a portal at the white wall in front of the laser.
The walls in/around the office with the map are white but one can't put a portal on them.
Same for the ceiling and the exit wall in the main room.
The things attaching the cables to the platform are transparent from below.
The camera at the exit can intersect the wall.
You can put a portal over the spot lights in the entrance hall but they don't fall. They should behave like the security cameras.
Lighting in the entrance and exit halls is off (lack shadows).
There is a gap between the door and the wall in the exit hall.
The entry and exit halls could use some extra stuff to explain why they exist. As is, they feel random. You should make it a bit more like the entrances/exits of the old Aperture in the main game (waiting area, processing window/desks, ...).
And the transport tube in front of the art gallery!? Who was the decorator? He ought to have his degree revoked! 
In addition, as others say, the first cube dropper can block players' way when flinging.
Beside those small flaws, everything looks pretty good.
The name of the map reminds me of the programming language C++.
5/5 overall.
I'll be releasing an updated version in the next day or two that addresses the more serious gameplay bugs, and as many of the other cosmetic bugs as possible. Then I'll loop back around to pick up the remainder after that.
I am just posting here to say I have really enjoyed your map and loved playing through it, and I have decided to do play throughs of portal 2 single player maps, starting with this one, you can view it on my channel (http://www.youtube.com/user/Pricee123?feature=mhee) and yes, I am british and 15 years old, doesn't stop me from voice commentating.
Thanks for the map!
video will be up shortly
E: here's the video http://www.youtube.com/watch?v=PmcZAy9IqyU
That will be fixed w/ the next version. Thanks for the kind comments as well.
I know I -- and I'm sure other level designers -- will benefit from the recordings you do, so please continue! 
Thanks for all the feedback and playtesting.
The following should now be fixed:
From xdiesp:
- glitchy textures around\inside panel no.1
- the arrow marked button could use some indication of what it does
- glass shattering while landing on the last platform looked random, consider having it trigger when entering the old room
- Shortcut shown in video
From Nahor:
- Press the button with the down arrow next to the button dropping the reflector cube, then press the button dropping the reflector cube => the cube passes through the fizzler down below without disintegrating
- The camera at the exit can intersect the wall.
- First incline platform is not necessary, from the catwalk, one can shoot a portal at the white wall in front of the laser.
From infernet89:
- Shortcut shown in video
- There is a gap between the door and the wall in the exit hall
v1.2
Bug fixes:
- first cube dropper with void inside
- could walk on front of shut panel
- catwalk cable attachments were transparent from below
Improvements:
- Fired the decorator who positioned the tube in front of the art gallery
Tube raised
- Changed ceiling texture to gray color to avoid portalling/no portalling confusion
- New gates in pit to make it clearer what side room's purpose is
- Minor lighting improvements
Maybe you need to reupload and changing the file name?
Map name hasn't changed, so you can still run the map w/ "map sp_switch_case".
Anyways, here is the recording:
TaPjlxQ-S6M
(Link: http://www.youtube.com/watch?v=TaPjlxQ-S6M)
Also note the video description for more feedback and my signature for additional project information.
Djinn, I think several of the confusing elements and shortcuts that you found in your video should be corrected in the most current version, if you're at all curious.
Enjoy!
And since this map had so many buttons, I had to also do a speedrun with the button glitch...
I screwed up a lot on my first time, and was grateful that there were many opportunities to get back on track without long resets. Unfortunately, it also revealed some pretty big shortcuts. So it's no surprise the speedrunners made hash of this one. Nonetheless, it is fun to play the intended way. 4/5 from me.
P.S. If you can't play this map because it's in a .vpk file, see my signature.