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BTW - Map 2 was buggy as hell and after several hours of watching the cube vanich and reappear . . . have both cube and sphere go right through the grate . . . and having the sphere dropper suddenly refuse to drop any more spheres . . I closed it down and played this one.
Check out my workshop sometime.
I don't have the custom visuals like you, but i think you'll find the puzzles to be real good.
1 is another good point - however, I figured since I'd used the portalable switches in previous parts it'd be a little more intuitive. In retrospect, I should've included a light panel up by the switch to brighten it a bit.
Thanks for the feedback! If you haven't played parts 1 and 2 yet, I urge you to do so, as they are the much stronger parts of the series.
1. When I played this map for the first time, I didn't know that the special switch on the ceiling is a portable surface. You should make it more obvious. Maybe you can make the switch's background color white instead of gray.
2. There should be signs (or an antline) that show the relationship between the button pedestal and the panel in the middle of the room (where the player spawns).
(BTW, can you direct any other part 2 comments over to the part 2 page? That would help a LOT to reduce confusion :P)