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The catapult trigger that makes the fling possible is always active, meaning if you walk into it you'll get flung no matter your momentum. You know, defeats the purpose of flinging.
I do like the PT idea of going through the same chamber over and over, although this effect could have been improved by disabling portal ghosts and potentially making the map longer. Unless you ran out of time, then you probably couldn't have done the latter.
Overall, the setting doesn't scream "autophobia" very much. It's at the point where Portal 2 style clean chambers feel normal while deserted. Portal 1 style chambers or offices do convey that feeling more effectively than Portal 2 does, but it's still quite a difficult theme without thinking outside the box.
I do like this map and its concept, but I think it could have been executed a little better.