Surface Division Field
I got a better idea for making a proper "Size Limited" surface division field after i saw @LautaroL20's standing fizzler, make the Surface Division Field 3 separate items, they would be a 1 voxel, 2 voxel, and 3 voxel wide standing or embedded fizzler, also you could not connect a 1 voxel fizzler to a 3 and have it work etc. with the standing fizzler put a block on top like on the sizes of the standing fizzler to seal the world portal.
then you would connect them to each other like the world portal and the primary first one could be connected to the a switch button etc to turn both on and off... also they would have to be coded so a 1 voxel sized one couldn't be connected to a 3 voxel sized one...
https://www.youtube.com/watch?v=4QxWOklxHNg
How is this any better than just making it placeable like a normal fizzler? If anything it's worse.
world portals a exacting, officious and callous finicky things. they cant be placed from a template in a grid like normal fizzlers and must be the EXACT size when connected and must be sealed on ALL sides around the edges to not cause a leak...
We'd use the compiler to determine where the linked_portal_door entity should be placed, and what size it should be. If the player tried to connect two portals that were different sizes, we'd probably just force a build error or make them not connect in-game.
ellingtonvengaboysmuseum said: and must be sealed on ALL sides around the edge to not cause a leak
I tested it in a Hammer map and that's actually not the case. Whoever added that to the VDC page must have been confusing worldportals with areaportals, which do need to be sealed on the sides.
@luke18033 - we should make the compiler force the world portals to not be connected and be disabled and a custom transparent texture that would say "surface division field sizing error" over and over on it to appear in the fizzler field if the size is different... hopefully @TeamSpen210 can pull this off...
@Luke18033 - Also i think @TeamSpen210 or @BenVlodgi said the size of the surface division field needs to be small because big world portals can take a TOLL on your CPU...
If we can add #574, why can't we make the SDF resizeable as well?
For different-sized portals, alternatively we could just calculate the intersection of the two sizes, and put the portal there - with black brushes on the other parts in either side.
@TeamSpen210 "For different-sized portals, alternatively we could just calculate the intersection of the two sizes, and put the portal there - with black brushes on the other parts in either side."
What? I Don't get how it will work that way... Explain More Please...
Here's a mockup of what it'd look like:

The P1 texture is where the portal would be.
Another thing, you should make the edges thick and opaque, so that the border of the WP isn't seen.
If this gets added, would it be possible to use the original texture and emmitter models, like in this map that I've no idea the name of? Also because in that image above it looks exactly like the Physics Repulsion Field.
Note it's emmitters are white like normal fizzler's, but has the warning icon like the laserfield
We would replicate the original yes. That screenshot was just displaying how we could handle mismatched fizzler sizes by blacking out the other areas. I must have just picked that material at random.