Incredible, Amazing, Well Done! I left most of my opinions on the collection page on the workshop. But on this forum, I'd like to say a few things about my experience with the gameplay, and some constructive criticism from what I can discern. I'd like to start out by saying that I agree with pretty much everything in LP's video, especially about the amount of doors, so I won't repeat those (anymore), but here's some additional feedback. To anyone who did not make Cosmogony, and didn't play it, stop reading, and go away.
Part 1
-The railings in the first, main room, are a little too short, leading you to think you can jump over them, but you can't. Whereas in the stairwell, with the same railing height, you can.
-I thought it took too long for Wheatley to make his debut appearance.
Part 2
-I also thought the wait time was too long when Wheatley was talking, cause I ran out of things to do and look at, by the time he was halfway done talking.
-In the turret part, it is was a little difficult to realize that you could pick up the turrets inside the containers. And I kept trying to move the light bridge wall really fast to get up the elevator. I think you should make it a little more obvious or change the puzzle around so as not to mislead the player into a wrong solution and think that you have to be an expert player to do it.
-I don't think you should disable the portal gun for the whole office part after the lift, but rather, separate the rooms and decrease the amount of portal surfaces where you don't want them or something. Or whatever.
Part 3
-At the place where the ladder is, there should be more focus on where to place the portal with lights or a cable, I don't know. Just more focus, because it has a gate over it, and at first glance looks like part of the wall.
-Sometimes when you launch the cube at the button the correct way, it doesn't land on the button.
Part 4
-This is the test where I realized that the lighting felt a little destructive to the puzzle-solving process, and a little monotone(ous). I think for this room, a bright or a little warmness to the light would make the player feel more comfortable to try new methods of solving. The general color for the map pack works well for gloomy parts, but in this room it felt a little discomforting. I would like to see more variation throughout the map in terms of light color, just to add to the beauty it already has.
That's all. Again really really enjoyed, best map pack in a long long while, nicely done.