[SP] Yin And Yang
Please Note: The level ends by calling the @relay_pti_level_end for global_pti_ents.vmf in compliance with workshop compatibility guidelines.
Sorry I haven't designed this for any other use and nothing happens at the end of the level when executing through console. I might fix this for TWP if I can find some time.
The puzzles were OK but could have been a bit harder.
The ending does not seem to work.
I jumped into the vertical beam which beamed my up, Scotty . . .
but then no exit appeared and I was stuck.
As for the difficulty; I kinda expected a different reaction to the puzzle difficulty here then on workshop as I think people on workshop are more casual gamers rather then serious developers and portal enthusiasts. Some people actually thought the puzzles were hard on workshop if you can believe this.
Still great job and apart from the missing ending I have no bigger complaints.
Here is my blindrun:
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PS. Uploading blindruns takes forever because I'm on a holiday and the internet connection sucks. 
I liked the map, the puzzles were a bit (too) easy, but still fun.
The center area looked sweet and the only complaint I have is the lack of an entrance and exit elevator. But from your post I can see why the end one is missing 
Anyways: keep up the good work ^_^
Would have been nice to have the puzzle chambers build on each even more, but then I guess it would have more of a serial solution, which might not be so good...
Thanks for creating.
So many nice maps on the workshop but guess they get lost in the vastness....? Thanks for posting in TWP
The method I used was to prefab all the side rooms around the central chamber which were all specialised indepently using a testing vmf to mimic the central chamber connection and avoid the epic compile time. You will notice all the side room look very similar front on, this is because I made one and copied it 5 times over and then specialised the internal structure with only minor modification to the facia.
I would be mildly offended that people think I used pti to accomplish this, but seriously it have been a lot more difficult with pti. I have examined pti generated puzzles in hammer and I really can't understand them. They use an annoyingly complicated prefab library and poor naming conventions for everything. None of my puzzles are anywhere near as complex as even the simplest chamber generated in pti.