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When I saw that Companion Cube through the glass overhead, I thought it might be a clue that I needed to go back down and collect the Companion Cube that helped me take the elevator past the poison.
And I DID IT! Maybe that should be part of the puzzle...? You don't get a second cube (Companion or not), but you have to go back and retrieve the first one. I wonder if that would please the people saying the level is too easy.
Hmm... I wonder if anyone but me is still playing Portal 2. (I just reinstalled it and I'm playing the user-built levels for the first time.)
Thanks again.
http://youtu.be/7Cc98InuKXo
Also, carol is right. The way you constructed your map (actually your whole series) still says "Puzzlemaker" in its skeleton. In fact many Hammer made or Hammer tweaked maps are waaaaaay overrated.
As for how to change the grid size, use the left and right brackets. Shift-W will toggle whether or not the snap-to-grid setting is on.
As for placement in Hammer, you absolutely can snap overlays to the grid. Just place them the way you usually do in the 3D view, then go to the 2D view and drag the overlay entity to the appropriate position. If you're aligning one of the 32x32 signs, set the grid snap to 16.
You also really need to take more care with your signage placement. The placement of sign overlays is quite sloppy; they don't line up with the surrounding textures at all and it looks very bad. You can see numerous examples of this in the screen shots alone. The black and white testing element signage should generally align to a 32x32 grid, especially when placing them on top of a texture with 32x32 tiling.
Try mine?
http://psteamcommunity.yuanyoumao.com/profiles/76561198040980447/myworkshopfiles/