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http://www.youtube.com/watch?v=wX3wg9UNyTI
As for the triggers, the first time I noticed the trigger was when I walked over there (considering running past) and it stopped smashing...I proceeded to run and get crushed. Next time I came over and stood there and noticed the check mark on the wall, and got my partner to stand there while I went past. Perhaps if you could emphasise the indicators on the wall (maybe surround them with a square box of indicator lights), and link them too the triggers with indicator lights. A different texture might help, but I'm not sure of any texture that would make the player think "trigger".
When I first entered the room, I pushed the button, without realising what it did, and jumped onto the portal surface down below (flip panel) without putting a portal on it and looked around (planning on going gently out the wall on the other side). While I was looking around it flipped and I was trapped in it (now that I think about it, I could have had my partner push the button again...) and forced to jump into the goo. After that experience I wasn't inclined to use that panel again, and saw that as a solution to the problem.
About the crushers, I now see I made a mistake with the antlines (only one side of the panels lights up even though both trigger), which may be the reason for confusion. Maybe I should put some other texture on those panels for better clarity. What do you think? Triggers can be like that; being invisible elements they need to be explicitly illustrated.