[SP] Funnelfling
Difficulty: medium/hard
Feedback is appreciated
[EDIT]
Ok?, everybody should start and end in the elevators now.
[EDIT2]
And now should the annoying invisible fizzles be gone.
EDIT: Here's the video.
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There is one problem: The intention was that people would start in the elevator. And that does not seem to be happening. How do I solve this problem? I use the PTI elevators and entrance/exit.
BTW soundsofentropy: your solution is correct, apart from throwing the cube in the funnel.
Solution Video
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It looked really cool and soundsofentropys solution was great but when you can bypass the main assets of the puzzle this easily I just can't give you more than 3/5. Also the game was restarted when I reached the end so I needed to manually vote it, might wanna fix that.
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I didn't start in the elevator either, but I prefer that. Afterall I don't get excited about the trailers that drag on before a movie 
narkfestmojo wrote:
Don't worry about fixing the circumvention or you'll wind up going insane and ruining your puzzle, happened to me several times, but you should fix the PTI voting which you can do later.
All he would really need to do is make the funnel area that goes into the last chamber a little higher, so you can't bump the funnel up and jump the wall like sicklebrick did.
Do not read if you are judge!
||A nice little puzzle/chamber. Medium difficulty.
Great puzzle and puzzle concept, it made me think and I felt smart when completed it. That = great.
Visuals average - above average.
Placing fizzlers to stop alternate solutions made me outmost frustrated - even though I used the funnel to reach the main funnel to place the cube in.||
Players enter into a moody and dark chamber. Everything is a little bit wrecked, but not completely destroyed as in other chambers. I thought the Aperture-branded bottomless pit was done well - as was the chamber overall (loved how panels were wonky everywhere!). I did notice that some parts of the chamber weren't supported underneath (near the exit door, where the panels have fallen off the squarebeams supports. The map was big but sized appropriately for the puzzle.
Gameplay and Difficulty
I'd say the difficulty was between easy to medium difficulty - the solution wasn't completly obvious but not too much of a head-scratcher. It took me a while to realise I had to funnel the cube and not myself but after that I proceeded straightfowardly.
It may be a bit out of date if you have updated your map since then, but hopefully it's useful feedback nonetheless.
judging comments
||Aestethics: 3
Reasonably well executed post-Wheatly style, although some parts look completely intact, especially the room behind the fizzler. There is enough texture variation, so it doesn't look like it was neglected or anything like that, it would just be nice to have a hole here, some wonky tiles there, stuff like that.
It could also use some more light overall. The white surfaces are clearly visible, but all the metal parts are very dark. This sometimes makes it difficult to see how the fences and glass are arranged.
Gameplay / Difficulty: 4;4
The puzzle is nice. The hard part is figuring out what you need to do, while actually performing the solution is relatively easy. (There is some trial and error involved, as with all fling-based puzzles, but not to the point where it gets frustrating.) It is annoying that an oscillating cube looses amplitude over time, but that may be a limitation of the game, not the map. I do wish that the author had found a more obvious way to keep cubes out of the first part of the funnel, instead of the invisible cube-only fizzler.
Personal Score: 4||