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Also, imho making the dark textures portalable and the white textures non-portalable is dumb and pointlessly confusing.
When I initially played this map, I wondered if there was some way to get trapped. Lo and behold I found a way: between doorways! I recommend three things to fix this. Either:
1) Use non-portalable surfaces everywhere in the transition hallways,
2) Use fizzlers on both ends (instead of just one) of the hallways, very close to the doorways, or
3) Reset the doorways and the world portal when the test subject tries to re-open the exit doorway.
Let's not forget to mention the asthetics of the entire chamber, which was a welcome change to the usual. Excellent Job, square 0 square square square square square square square square square square person! ;P
:-(!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
But not so much so that it was discuraging. Nice!
Continue testing. ~GLaDOS
Timer in the 3rd chamber: Perhaps 1 second longer :) thx