Brainstone wrote:
The entry and exit elevators are badass. However, you mixed light black and dark black tiles and also you have misaligned tiles in them.
I felt that the cube droppers orange light was a bit too bright.
In the second chamber I could create a tractor beam going through the lower world portal, which was not rendered, but still functional.
Apart from that, it is very nice. Would you mind explaining me, how you created custom signs with custom sp_lightboard script and even custom lightboard icons packed in the bsp?
Thanks for the feedback.
I know about the funnel render issue, unfortunately I can't fix that, the world portals are just really glitchy. 
For the signs, I used Omnicoders sign maker program, extracted the result in photoshop and edited it, just like I made the signs in photoshop. One important thing to note is the alpha mask, it makes the signs look better when self-illuminated. Also, I added a light_block brush in front of the overbright testchamber signs. Hope this helps, you should really look into that sign maker. 
EDIT: Oh, but in case you mean how I actually packed it, I used a program called pakrat. Look it up on the VDC, there's a download link there. Though there are other BSP compiling tools out there.