Replaced the cubemap reflections to the 'speculator' reflections like how my Beta metal textures are. I also did it with the tile floor and I gotta say, it actually looks like the cheep glued tile floors that you use in homes, so I'm kinda happy about that since that's how I originally intended on them being.
With most things in place, Since now it's Portal 2, the chambers are going back to the "One chamber per map" formula. This means I can make the maps not in order of the mod, which is easier for me to focus more on the actual puzzles. I also have to make non-portal level transitions due to the whole vscript transition functions.
