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Only one portal and a room full of turrets? A bit more dangerous than normal.
The destroyed look turned out great.
Surface division! I was not ready for the sideways room. Fortunately 'just try' sometimes works.
As for the secondary fire, that was purely for aesthetic reasons. To stand out. There's no real logical reason to it because I didn't think that of all things required one. It doesn't make a difference whether the main portal is blue or orange, but I wanted to further set these maps apart from other fantastic Portal projects, especially ones that gave me inpiration for single portal map making.
As for the fields rather than doors, I explained above. They where meant to be used in more difficult and diverse ways, one of which including both sides of the field to lead to two entirely separate locations. (ie, the back leads to a room with a button, while going through the front leads to a room with a cube)
Anywho, sorry for the long post, but I hope I was able to clarify a few of the questions you had. Thank you for your critic, it's very much appreciated! :D
Thank you for your critic, the time you put into that is something I honestly do appreciate. :) Now, allow me to explain why I did what I did here.
Before anything I should say that this was more or less a tutorial bed for these green fields. I had more difficult and engaging tests planned for them in the future, but never got around to them do to my, unfortunate, dwindling interest in Portal. So, that's why I used these over doors. I'd reccomend checking out FourthReaper's Penrose maps to see what these fields are capable of in a more advanced setting. :)
The gravity flipping, I assume you mean in the destroyed room, correct? Was mainly to show that these fields could alter how the player percieves gravity in the chamber. Instead of flinging straigt up and falling right back down, you're instead flinged upwards into a room where you land safely. This concept was to be expanded on in future maps, but as stated I never got to them.