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As for the suicide option, it is there in case you stubbornly destroy the turret and the four backup turrets , making the map unsolvable.
Is it the 1980s? I have to replay the campaign, I remember Aperture having many iterations of the style and logos of the chambers. An otherwise good description, I don't see why I'd need to suicide though, I could find a way out in the end. I didn't expect the last bit to be so easy yet it took me so long.
Blind Demo [www.dropbox.com]
The "surprise" was intended to serve as a lesson of a mechanics needed in the chamber. In army terms: This will shown to you once. After that, you are expected to have learned it.
As for other ways of breaking the glass; there aren't any that I know, that could be used in this chamber. Explosive bombs would do it, but we don't have them in this chamber. Momentum doesn't seem to make it. It is a stock element, so I can't just make up physics for it.
Thanks for the comment.
I'll have to take a rain cheque on map testing, since my first map is still in development.