[SP] Somewhere Underground 2
You continue your journey to the unknown places of the salt mines.
ALSO, the history doesn't ends here.
I like all kind of comments, don't hesitate in show me your opinions. 
- If you want to send me a record of you playing my map,
follow this -
When you start playing,
type in the console "record 'your_name_123_whatever'"
So you will record your playing as a dem. file
this file will appear in:
\Steam\steamapps\common\portal2\portal2
Notice that every time the player dies, or the game have to load a new map, the recording ends.
So maybe you will need to record various times.
You can send me the dem. file to my mail:
::Changes::
- New Thumbnail
- NO Underground Timer
DOWNLOAD Somewhere Underground 1 HERE
>> Somewhere Underground <<
File Name: Somewhere Underground -SU2 1,1-.zip
File Size: 10.55 MiB
not sure what the point of a cube bouncing around a big room was, but entertaining.. Although not all that challenging, great maps and I look fwd to seeing more in the series. 5/5
A train? Made me think of black mesa.. 
Nice that you made these sections with the fancy shadows and stuff.. but there's hardly a puzzle to be found in the 03 map. It seems like one of those "story progression" sections which can be nice for their purpose, problem with this map being that there isn't really a story.
I understand that adding a story and voices/original text etc to a map makes a project much more difficult(something I would be far too lazy to do in my own maps), but considering the 03 map didn't feature much of a puzzle I think it doesn't really make sense. Still props for the love you visibly put into making it!
The 04 map had more of a puzzle, I would say easy-medium difficulty. A timer and it's indicators crapped out a bit on me though: this should say enough
And why did the door only open itself after a couple of seconds of pressing the button? The reference textures on the part with the worldportal looked a bit out-of place.
EDIT: I was also forced to kill myself once in the same way as Szieve
4/5, clearly some love was put into making this but the puzzles weren't that great.
Here is the dem files from my blind run.
benvent_SU03_04demfiles.zipOverall, great map, have fun mapping 
- The underground timer is gone, very buggy.
- The toxic pit does not have a place where stand, you will always die if you fall.
- The unintended solution is impossible to do now.
@benvent, as I see, you did the unintended way :/... anyway, thanks, without it, I wouldn't noticed.
7Yw_nmPOdH8
(Link: http://www.youtube.com/watch?v=7Yw_nmPOdH8)
that command show areas there you may be and to give it some info on if you what you may see. More info at https://developer.valvesoftware.com/wiki/Visleaf . I have worked on geting the areas to be bigger and more rectangle to do the math more easy to calculate, and by then reducing my build time for normal build by 50->max 3 min
what i did was that any thing that is small but many corners or things i can see through i made func_detail that do that it is always rendred if you can see the visleaf that it is in. ( my home made cake in Ka Level 1 took 30 min less to build then func_detalj.)
se also for good info: http://optimization.interlopers.net/ind ... pter=intro
In my comments about the first maps in this series, I suggested picking an era and sticking to it. You went the wrong way; anti-gravity fields are way out of place here.
For some reason, the train door didn't open for me. I even went back and got another cube. I used it to jump over the railing, then got stuck because the player_clip wouldn't let me back up on the platform.Stuck in the tunnel
2012-01-15_00002.jpgAfter a quick load, the door did open.
Like the train idea a lot, and as in the first map the light thingy is neat !
One again, coming from playing the third. This is much better than the first, some nice puzzles in this one.