At the moment I would say that, largely due to glitches, it hasn't really surpassed the real portal/portal 2 bosses in terms of difficulty. But do recall my statements in the commentary about how bosses in general should be, in any sort of game like a platformer or whatever. If there's no way for me to see what I'm meant to do inside of the level, it might not be well designed..for example, I have no idea walking into the level that any part of the machine I'm looking at is a power generator; there is no clear indication that any point on the thing is intended as a weak spot, so even if I figured out how to get white gel going I still wouldn't have a clue where to throw the bombs. Contrast Wheatley's battle, where you're clearly supposed to be hitting him, you just have to figure out how to get around his shields. I'm not asking for a big glowing light saying "WEAK POINT HERE", but some kind of in-game hint would be good.
I will make a video of me playing/commenting on your map
http://steamcommunity.com/sharedfiles/f ... =158335781
I finally had another map idea! It's not quite as difficult as some people apparently found 'Permeate' but 'Alternating' i definitely enjoyed making so hopefully it's another good one
http://steamcommunity.com/sharedfiles/f ... =157788029
I'd love to know if there are any problems or ways to get stuck. I spent quite a while trying to make it impossible to get trapped so I'd like to know if I suceeded.
It was fun; a nice challenge to figure out. I think I saw a comment somewhere that it was possible to finish the level without actually redirecting the laser with the cube, so some of my late-game floundering was trying to find that solution and point it out to you, but since I couldn't find that I settled for the official one instead. Other than that, really the only recommendation I have to improve this map is adding a little "pit" for the ball to fall into, as I mentioned in the playthrough, so it doesn't go rolling off into a fizzler half the time. If you don't want to push a tile down somewhere in the "target" side of the room, you could just put gratings around one of the corners to make a little "cage" for it.
EDIT: On review of the uploaded videos, it looks like I made an error in my editing. The second part, ignore everything after 6:03, because it's just what you just watched again, and I'm honestly too lazy to fix it.
I'll get to Crushed Gel soon.
Hi Xindaris, after a small break from portal 2 and a change of computers I had the urge to make a couple more maps. The old RCTI 13 - Pass the parcel has been removed from my collecton because its just a let down of a chamber and the rest of the collections numbers have been shifted to compensate but the two new chambers are 14 and 15 so here's the collection link again and take a look if you get a chance because they really need a some blind testing 
(First time on the site... Still finding my way around.)
Not sure if they're worth your time but I have made a couple of simple chambers recently that I'd like to hear someone's opinion on.
Metal Petal: http://steamcommunity.com/sharedfiles/f ... =156834795
Underworks: http://steamcommunity.com/sharedfiles/f ... =158483195
They're just PeTI chambers made with BEEMod, nothing fancy. (Without a copy of Windows, Hammer is sadly beyond my reach for now.)
If you decide to play them: thank you! If not: thanks anyway!
-?_
Crushed Gel: 1 | 2 | 3
Took me forever to figure out something relatively simple. Other than that, a good map. My only real complaints are that the way the antlines are laid out is a bit confusing, as mentioned in the video, and the crusher can kill the player standing in what should be a safe room. With regard to the latter, I know it looks nice to have the crusher slamming into a hole in the grating, but if the player happens to be standing too close to the wall it kills them, and it feels like it shouldn't have. Maybe put a little bit of space between where the crushers stop and where the player's able to walk around?
Underworks:
Fun little map. Not terribly difficult, but it did require me to think a bit. Nice gimmick at the start.
Also, this chamber was not nearly as dark when I was playing it as the video would seem to imply. I was able to see just fine while playing.
Metal Petal:
A bit too easy for my tastes, but nothing offensive to it.
RCTI 14 - Permutation 1 | 2
I liked most of the map, but the laser pushing bit was just a pain. I recommend simplifying that a little bit; I ultimately decided to just skip it. The problem is when you make something like that too complicated to work out, the player gets bored and frustrated after trying a bunch of different configurations, none of which work.
I tried to get RCTI 15 too, but my computer was being a dork and kept giving me "unable to download map" errors. So I'll look into trying that one again soon.
I can add some more lighting to try emphasise it a bit but it wont be easy to do so here is a hint on how to do it because simply ignoring it's completion really does ruin the majority of the chamber.
Hint:Sending the laser through the same portal twice allows you to hit more than just 2 relays per cube.
Complete Spoiler (For if the hint really was not enough! If you have to use this than my chamber has a big problem): complete spoiler
The lasers will form an hourglass shape with the portals placed on the central column.
I'll see what I can do about the doors in Underworks. (Thinking of replacing them with BTS-style doors.)
Also: all of the lasers in the back hallway of Underworks are actually the map's logistics system. I decided to make it visible( but not accessible) to the player as decoration.
As for Metal Petal: it wasn't really meant to be particularly challenging or clever. 'Twas more of a design test.
(And that laser construction in the thumbnail was an SR-Latch, something that as far as I know cannot be functionally built using BEEMod logic gates. I've tried.)
I really appreciate the feedback! Thanks!
But it is pretty neat to know you found another logic circuit buildable in portal elements. Could you perhaps educate me on how those were designed?
http://steamcommunity.com/sharedfiles/f ... =159408360
This map is based around using a funnel constantly. My main purpose for posting it here is seeing what you think could be changed or removed.
In theory, at least. I've never actually used a tbeam in the PTI so I don't know how its inputs work.
Added a 4th chamber to my PAST series if you would like to try it.
http://steamcommunity.com/sharedfiles/f ... =153350030
Also let me know when you've gotten round to RCTI 15 too 
Xindaris wrote:
But it is pretty neat to know you found another logic circuit buildable in portal elements. Could you perhaps educate me on how those were designed?
Well I've made a chamber demonstrating all of my logic gates but Steam decided to be stupid and "fail to publish" for a while so it took me a while to get this link to you: http://steamcommunity.com/sharedfiles/f ... =160540469
Enjoy.
"The beancounters told me we literally could not afford to buy seven dollars worth of bandwidth, much less seventy million... So I came up with an even better idea! Fire the beancounters! Beans are expensive!"
RCTI 15: Impulse: 1 | 2
Good chamber, decent puzzle; I spent about half an hour not realizing that the button up top in the third room was connected to a fizzler and trying to find some other way to solve it. Please make that more clear to the player, perhaps change that one particular visibility to antline so that it's super obvious that it's connected that way.
Funeelz: 1 | 2
This chamber is almost certainly broken. I know I was in an addled state when I played through it, but I am absolutely sure there's no way to get to the button that drops the cube in the middle of the chamber. That second jump is completely impossible, and there's no way to make it not impossible. Please fix that. Other than that, a nice chamber with plenty of little surprises to it.
Anyway, could you? http://steamcommunity.com/sharedfiles/filedetails/?id=160297194