Description
A HARD difficulty map in the destroyed/overgrown theme based in a couple of interesting (and hopefully new) mechanics involving only one funnel and one cube, and the twisted sequence behind a series of buttons that will lead you to open the exit door...
This is a remix of Toncica's "White Room" awesome map. I like to use the concept of 'remix' specifically and not 'remake' when the whole idea behind the map is to make possible new mechanics that came to my mind while solving the puzzles in the original map... the same that happened to me with Da-Mask: Chander's Test 12 remix... So even though the structure of the map reminds to the original one, the puzzles in this one goes a bit further, making use of the same elements but in a different way, plus some extra stuff 
Taking the chance I decided to make this remix, I tried a more Portal2-ish aesthetics approach this time instead of my personal style, so I opted for the destructed/overgrown theme, because apart from being one the themes I like most, for some places it allowed me to cut possible exploits easily by destroying some bits to avoid portal placement
Overall because my personal challenge for the remix was to keep Toncica's initial idea and spirit of his map by making a "white-only" room avoiding the usage of black tiles... Just like Toncica described his map:
"This is a test in a white room, hence the name of the test, derived from the color - which is white." 
To be completely honest, even though I'm satisfied with the final product and both versions are veeery different, but I still prefer Toncica's original map's twisted simplicity and elegance, thanks for creating mate!
Screenshots
Solution Video
solution to main map / no easter egg
nqFOM0VhS6k
easter egg solution
EPoygk9X3jg
Thanks
- First of all, big thanks to my projects mate Vanessa as usual, for being there everytime I need to ask her for a favour and for helping me with custom textures for this map, but specially for beta-testing it even being a portal beginner!

- Thanks to my dear friend Greykarel for beta-testing and helping me improve it!
- Thanks as well to Fluppy for his continuous support (and awesome sense of humor
) and for beta-testing as well
- Thanks to LoneWolf2056 and Jack Dawson for beta-testing and for helping me on nitpicking

- Many thanks to TWP as usual for being my main mapping teacher :p
Credits
- Omnicoder for his great Chamber Signmaker that allowed me to create the basic background of the entry testchamber lightboard and then customize it.
- Komaock again for his awesome skybox textures.
- Daveastation for letting me use the amazing drawing of Chell upon one of Nekostars' photographs for the 2011 Fan Expo called Exile Vilify.
- Intro song by josepezdj (created on Reason 5.0)
Save
There are a few checkpoints already present in the map that I set up automatically to save the game. A on-screen message will pop up to let you know the game was saved. And for your information, I made it so the map is always saved in a file called white01.
For those who still doesn't know, you can save your progress while playing any map by entering in the developer console the command save followed by the name you want to give the file; in this map that's: save white01 ... This way, even though the map needs to be played via the workshop, you can have your progress stored for a later resume without the fear to lose it by hitting F6 (quick save) while playing any other workshop map 
Whenever you need to load any saved game, just use the console command load followed by the name you gave the file, that's all. Therefore, any time after seeing the message "Game Saved" on screen while playing this map, you can use the following command to load your progress from that point on: load white01
Changelog (section dedicated to my good friend Shakky) 
- 2013/08/05 - First release v1.0
- 2013/08/06 - v1.1 - Fixes for minor bugs
- 2013/08/07 - v1.2 - Prevented Shakky's unintended solution and cut some ways in order to force/polish the intended solution (thanks to Toncica's video)
- 2013/08/11 - v1.3 - Prevented the maneuver near the panel where the funnel ends that allowed to stay up there waiting...








I'm trying to hack that atm but I'm not sure if I wil get too far >.<. Do not hesitate to let me know what other zipped format you can open and I'll just post a new file here
I can't reproduce it myself after a damn lot of tries! I've looked into the logic_relays settings as well but I can't find anything wrong
I've been trying some new things for this map and it's been interesting to learn how to achieve them
I hadn't ever seen it before!), and I prevented it for the opposite wall only! hoping no one will reach the outcoming panel >.< Silly me, that was perfectly at a ninja's reach