[SP] Unusual facility
This is a map, which construct has been planned in PeTI and next edited and brought to life in Hammer World Editor.
Not long but I hope looking good and enjoyable test 
You can try to find something hidden 
Changelog:
http://i.imgur.com/Ph40Bt1.png
Sreenshots:
http://i.imgur.com/px1NnsX.jpg
http://i.imgur.com/WQKgdqA.jpg
http://i.imgur.com/89kSuO6.jpg
My only complaint is the fact that the end elevator didn't disconnect me from the level but that is just a nitpick.
Great job!
Edit; Thanks RogerL... I think I was working it too long with too many solutions - actually had it solved only needed to drop the cube and then retrieve in room 1, but just couldn't see it... c'est la vie...
I very carefully moved the cube from the main room into the large room and used it to activate the laser catcher in the left side room (the one with no cube in it) . . . but it does NOTHING except turn off the fizzler for that room.
Since the catcher does nothing useful - it seems to be an empty, meaningless room.
Of course - once again - I must be missing something and I don't want to be given the answer (maybe a clue ??).
PCdoc wrote:
Since the catcher does nothing useful - it seems to be an empty, meaningless room.
What do you mean? It allows you to place portals in that room. I'll leave it to you to decide if that's useful or not.
By the way, if you wanted to keep all the white floor and walls you had before, func_noportalvolume is your friend. I used some of those puppies to cut out portal bumping in quite a few of my maps, most prominently in Resolution.
El Farmerino wrote:
Great map with a nice clean solution.
Everyone seems to have a different solution. Does this make it a good map or a bad map? For me, the overwhelming number of possibilities made deciding how to complete the map more difficult, not easier. Part of the puzzling nature of the map, I guess.
I'll give it a go later, it looks really interesting!
RogerL wrote:
Everyone seems to have a different solution. Does this make it a good map or a bad map? For me, the overwhelming number of possibilities made deciding how to complete the map more difficult, not easier. Part of the puzzling nature of the map, I guess.
Very good question! This is how I see that: first off, it should be needed to define 'good' and 'bad' concepts
For me a good puzzle is that one with a solution that it's not obvious at a first sight, but in the sense that you can see all elements clearly, every rule is there, no glitches or ninja moves are involved (maybe some skill tasks invloved though) but the solution requires some good thinking. And to me, only one solution makes a puzzle better. The overwhelming number of actual solutions is not challenging, to me that makes a puzzle weak, but it is the overwhelming number of good distractors (or maybe 'possibilities' like you said... I guess this concept should be properly described as well) that makes the player can't see clearly the solution. Distractors like for example reuse of elements or portalable tiles (that can make the player thinks he's done with them, when he's not
)
To me, allowing only one intended solution makes the puzzle more difficult or challenging, which, again to me, means a better map.
EDIT
By those pictures, the map really reminds me of "Resolution" by ElFarmerino! including that wall-embedded-cube-dropper! 
RogerL wrote:
El Farmerino wrote:Great map with a nice clean solution.
Everyone seems to have a different solution. Does this make it a good map or a bad map? For me, the overwhelming number of possibilities made deciding how to complete the map more difficult, not easier. Part of the puzzling nature of the map, I guess.
I would guess that toncica's solutions are unintended, given that both seem a little fiddly. If this was my map I'd just make a few simple adjustments to get rid of those.
Still, that shit happens - pretty much every single map I ever made got broken horribly when I first posted it (usually by sicklebrick). The solution I found seems legit to me as, like I say, it was nice and clean with no real execution difficulty. I really liked the concept of how the left-hand room was used.
I like when the lasers aren't only at a right angle and people use this feature in chambers.
EDIT:
Thank you so much El Farmerino for advice to hammer it'll be so helpful 
I was inspired of your map Resolution to make this test... it's perfect 
I just love how everything is visible and easy... but you just have to know what are you exactly doing to solve the test...
It's been awesome! Thanks for creating Berni! I don't really know what solution from those mentioned is mine. My playthrough video is rendering. I'll check out tomorrow all videos and comments... but I'm terribly tired now. Good night!
(Video should take yet a couple of hours)
This ranks right up there with the top minimalistic maps.
Really took a bit of thinking.

Here's my solution:
7Gxu4yYXo88
Tell me if there are any unintended solutions! 
5/5. Excellent.
Thanks for mapping! ![]()
Cheers! 