[SP] Lutefisk Laboratories Chamber No. 1
Not a lutefisk in sight though.
You crammed a lot of puzzles in a small space, and for that, I applaud you.
The "what the hell do I do now?" moments were all over the place, but you left plenty of clues around to help me figure it out. I'd upload a video, but after my second of three admittedly idiotic deaths, I decided against trying to worry about recording and just focused on solving it.
Word of warning:
When attempting to take out the turrets, rather than risk my fragile hide, I just stuck the redirection cube on the lift by itself. This, naturally, caused the lift to bop up and down as the cube interrupted the beam activating it, and eventually sent it falling into the fizzler on one attempt. This forced me to restart the level, as that particular redirection cube does not appear to respawn.
The "where to go?" sections were mostly in the big area adjacent to the exit, I think. A few lights might draw the eye to openings in the ceiling and walls.
Especially in the no portal places, the rooms were a bit too dark. (the companion cube area)
You could get stuck by jumping in the funnel that lead to the button on the ceiling, next to the deathrays
Anyway, I think the puzzles were ok in difficulty, nothing too hard or too simple. Maybe you should let less time to the player to go back to the door.
Finally, I liked the way you placed the door right in the beginning so everyone could see it, then create a path around it to unlock the way. ^^

Here's my blindrun:
3y7XD24QXrc
Tell me if there are any unintended solutions!
Feedback
-Lighting in some areas need to improve. Some areas are too dark, making it hard for players to know what they are supposed to do or where to go.
-It is possible to portal-bump on the first area.
-You don't need so many laser fields and fizzlers for just one hallway. Just one will do.
-It is possible to reuse cubes from previous chambers. Place a fizzler in the transition hallway.
-Every button or switch must have indicator lights/signage. If there are no indicator lights/signage, players will not know what they do.
5/5. Excellent.
Thanks for mapping! ![]()
Cheers! 
RectorRocks wrote:
Some areas were cramped and dark. Needs improvement but nice puzzles!
Here's my blindrun:
3y7XD24QXrcTell me if there are any unintended solutions!
I saw a couple. Based on what I did, you skipped an entire puzzle in the beginning...
Here's what I did.
--Above the entrance, on the right, is a box dropper. Portaling up there can put you fairly close to one of the turrets' FOV, but you're intended to use that box to disable one of the fizzlers in the main hallway.
--With that fizzler disabled, no tricks are needed to get to the other end of the hallway where the redirection cube is. You can then use that to set turrets on fire, which I did by remote control (see my above comment), although at one point I lost the redirection cube to a fizzler.
I then carried that redirection cube with me to the next puzzle, and so on until I couldn't keep trading cubes anymore because of a fizzler... at the top of an Excursion Funnel... I'd put those fizzlers someplace low and visible.
BlackWolfe wrote:
When attempting to take out the turrets, rather than risk my fragile hide, I just stuck the redirection cube on the lift by itself. This, naturally, caused the lift to bop up and down as the cube interrupted the beam activating it.
That was the way I imagined it to be done.
thegovernor wrote:
That was the way I imagined it to be done.
I figured as much.
Also, I'm 99% sure I've already given it my thumbs-up after finishing.