Wow, what a big one. The size of the file should have told me, but I was really surprised. I didn't pay attention to the time, but it must have been close to or more than an hour. Anyone who starts this should be prepared not to play another sp map in between to not to lose any quicksaves.
The look is really amazing. The map name says it all - everything is just wrecked. Broken catwalks, broken glass, muddy water, broken doors etc., very good use of all of these!
The puzzles are pretty tough, solving them meant very good satisfaction! There were a few things that annoyed me though (wall of text behind the spoiler):
||The start was too tough for me. I could easily see the surface with the laser and the room with the button. What I couldn't see was the cracked window to the left that started the floorpanels. I had shot a lot of portals in the general direction in frustration. Then I had a look at the videos of the other guys and was even more frustrated, thinking: What the hell, I have tried to shoot the same place like they did?! Finally I saw the broken glass, but only barely. I don't know if it's my low detail setting to run the game fluently, but it was very hard to see that crack.
After that, it felt like cheating to walk towards the light bridge on the edges of the lowered bridge panels. Don't get me wrong, it's not hard to jump on them at all. It just felt incorrect to do it because usually you're not supposed to do stuff like that.
Once you've made it onto the light bridge there are a lot of places to discover and you have to test a lot which place is used to change what in the map. I liked this, but I bet there will also be a lot players annoyed by not being told where to go from there.
At the turret gap, I was able to use the first normal cube to knock down the turrets instead of using the laser activated shutter. Maybe that could be prevented by adding a fizzler in front of them?
I finally explored the higher sections. The laser puzzle there was really nice, good job! After that, on my way to the funnel room, I trapped myself behind that laser grid up there. I'm sure you know which one I mean. I think that's an absolutely unnessecary trap: Remove the laser grid and just make it a wall. If there's a laser grid, players will think it's part of the puzzle and that there's something behind it.
Unfortunately, I couldn't solve the funnel room on my own. I had seen the sucking ventilator and tried to jump and release the cube so it would be sucked in - but it didn't work. I had to look at the videos to realize a higher fling was needed for that to work. That was a bit disappointing - because my jumping had not work I was convinced that the ventilator does not actually suck up anything. Therefore I didn't even think about that fling. Maybe the sucking distance could be a bit bigger so that both ways work?
Because of my trouble, I kept exploring the room. It is possible to jump into that other sucking pipe and get stuck in there. Maybe a laser grid in front of it would prevent players from trying that?
The actual puzzle in the room was really nice, even though it took me a lot of reloading to manage the laser cube fling. It's also very good that you added those two red arrows to make this one easier for the player.
It was the final puzzle that made me realize I can use the lifting platform to activate the turret shutter. But placing the cube on it felt a bit like cheating again because the platform is so small.||
But all in all, you did a great job, especially for a first try. I'd say 4/5 because of the small problems I had with it.