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@pa1ntmaster : Thanks for this feedback, it's really important for me to improve :)
Pretty much anything else I found other users also found.
The puzzle was top notch, it was small, look simple and confusing at the same time and it took some time to figure out, eventhough the answer was easy to spot.
The design is was very good, had detial where it was necessary and had plain look in places where it blends in.
Didn't saw any cons, ether there wasn't any or they blended so that you can't see them.
Well done and good luck.
[test for a test]
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=259110204
@ pa1ntmaster : I'm interested in what is incoherent, in order to improve it next time i'll use this theme.
- Add a "props_backstage\vacum_flange_a.mdl" model on top of the cubedropper, this makes the top attach a bit better to tubing.
-Your fizzler textures are slightly wrong - see the larger fizzlers section on the VDC .
- When the cube hits the button I'd suggest making the funnel stay on forever so players can walk to the exit at their own pace. Send the button CancelPress then Lock, and send the Check input to the indicator_panel (this will change it into an active check sign).
Looking for feedback on my latest map:
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=290523478
For future reference - it's usually possible to throw things up to ~256 units straight up, and thrown boxes can enter a funnel up to 3 units up because of their size.
BIGGEST FACEPALM EVER lol
If you do really want the solution, Equinox made a playthrough few hours ago. I'm linking it to the main post. Thanks to him !
In case you're wondering where I'm stuck, I'm trying to figure out how to get the cube in the funnel while on the other side of the map.
My BR: http://youtu.be/DV1cPQk95CE