[SP] Wrecked
||I agree with you that the start is a bit confusing, this is kind of an oversight on my part. It used to be pretty clear but with the lighting and fog it became a lot more hidden. This is one of the reason I added that little hallway with the glass in the hopes people could use that to kind of see stuff from a different angle.
I also agree that some people will definitely not like the way the map plays because it doesn't really tell you where you're supposed to go. I'm more inclined to call this a design flaw on my part, it's something I will have to keep in mind when making a new map.
I really like your suggestion of putting an emancipation grid at the turrets, I've done that in the new version. I've also fixed the 2 death grills so you can't get behind them anymore and cubes get fizzled if they go behind it. Also the tube in the tube room is no blocked for players.
I'm going to let the ventilator the same for now but you raise a good point!
Thanks again for playing||
I'm compiling a new version with some fixes now.
*Edit: It's being processed now. Something weird happened, it was still giving me the old version after the upload so I had to upload again, hope it works now.

It's a toughy got me busy for about an hour and a half.
like zivi I had a lot of problems finding the first portable surfaces. You might want to use light or something to amplify the fact that it's there.
The moving panel is very clever and awesome in usage.
I did feel I cheated my way up I:
placed the laser cube on the panel and activated the left laser catcher.
I placed the hard light bridge on the slanted surface, placed my cube on there jumped on my cube and placed the portal up.
Yes well not much else to say about this, a simple 5/5 awesome job, welcome to the community ![]()
@a2912871: I like that solution, I will consider it legit since you're not skipping the whole puzzle and it's pretty clever!
@Jacu: Wow that's really sneaky! I may have to block off the player from getting on that catapult 
@j0b0rg: I too think it's really awesome there are still so many maps being released! The Portal 2 mapping community is definitely still very active 1 year after release!
Motig wrote:
@Jacu: Wow that's really sneaky! I may have to block off the player from getting on that catapult
I think, you can just replace hole in wall in little room with a glass or fizzler, it will make my solution impossible 
http://steamcommunity.com/id/wildgoosespeeder/screenshot/560938938214840621
Edit: Crap. Someone always posts while I'm writing. Never mind the exploit; its in the previous post.
@RogerL: You're probably right about having to explain the mechanic. I wish they had left in some of the icons they probably made for it back when it was still a scheduled testing element. Thanks for playing and pointing out those bugs!
wildgoosespeeder wrote:
Is this the intended solution for this area of the puzzle?
http://steamcommunity.com/id/wildgoosespeeder/screenshot/560938938214840621Motig wrote:
That's not the intended solution but it works as well I guess, it's kind of the same really. Try looking behind you
Was that directed my post I just quoted? If so, I'm thinking of some kind of better visual cue like a Weighted Storage Cube Receptacle slanted or something or even tuck in the wall laser receiver a little bit to prevent me from doing what I just did (assuming that marKiu's solution at 3:45 is what you intended):
Hidden Quote
||> marKiu wrote:
Here's my solution. This is how I solved it on my first run.
Part1
YTrHqvn6US4
||
Other than that, I found this to be a fantastic puzzle. The only thing I didn't like:
The beginning part
http://steamcommunity.com/id/wildgoosespeeder/screenshot/560938938216266346
I'm glad you liked the map! I think a lot of people will agree on that first part. I could probably place another white wall at the other laser, the one you can clearly see from the start. That would make it somewhat easier!
All the issues I had with this map were already addressed by others. The only thing I would like to add is that I'd rather be stopped by a visible obstacle than simply by an invisible player clip. I mean that slanted light bridge that leads to the upper overgrown area above the main room. It simply feels better. That's only a little detail, though.
Other than that it is a very visually pleasing and enjoyable map. 5/5........what else?!
I found few glitches which you can see in the video below.
I'm eagerly waiting for your next map! Thanks alot!
Btw. How long did it took to make this map?
Shakky wrote:
..youtubes...
That's my new ringtone 
Back on topic, I think I remember someone saying you can fix the stuck cube by putting a trigger_vphysics_motion around the area with a tiny ass gravity value. Should stop the physics going to sleep.
@Shakky Thanks for the video! I'm not familiair with the elevator bug but I think it may have to do with the reset time of the button. I'll have a look when I get back after the weekend!
The ghost-laser effect does not appear on my computer but I have seen it at other people, I think it may be Portal 2 related and not so much map related. I have my game on the highest settings and it doesn't appear for me. I just read it may be related to a laser turning off, I will have another look when I get back.
Nice find at the tube room, I may be able to add some debris on the edge so you can't put a portal there!
To be completely honest, I technically started work on this map a short while after the authoring tools came out. Although back then I did not know that yet
Mainly I made the bridge thing you saw at the start just to play around. I never really had a clear plan of what to do. At one point I decided to add some detail which was the room above the bridge but then it felt like a waste just having it as detail so I added hallways leading to other puzzles. From there on it just kept getting bigger and bigger. I have spent a lot of time thinking of ways to fill the rooms and reworking puzzles. Some of the puzzles in the map used to be really frustrating as you would get stuck or elements not always acting the same. The tube room for example used to not have a tractor beam nor any catapults. There have also been large periods of time where I was just kind of burned out because I would get overwhelmed by the work that was left to do. The map was a bit too ambitious I think.
Either way, about 1-2 months ago I really decided I wanted to finish it so I just went for it. I'm really glad I did because I always felt it'd be a waste not to finish it. The biggest reason it took me so long is probably because I never really had a clear plan and there were always areas that still required a puzzle and tons of detailing. The destroyed look is really awesome but also a lot of work.
I have some ideas for a new map and I'm definitely going to have a better plan/work schedule when I start working on it. Overall I really enjoyed making it though!