Alright, let's start off by making a room above the one we've already been working on.
The brush that forms the ceiling of the lower room will be the floor of the upper one.
Ok, once that's done make a hole in the center of the
floor so it looks something like this:

Now build a brush the same size as the hole and turn
it in to a cylinder.
You forgot how? Ok, while the brush is selected in the XY top view, go to Curve menu then Cylinder.
Should look like pic below.

Now hit the ctrl-I key to invert the mesh.
Now switch to one of the side views while the cylinder is still
selected. Go to the Curve menu, then Insert and then Add
Two Rows.
Should look like pic below

Now redisperse the rows (Ctrl+E)
You will most likely have to snap the new vertex points
to the grid.
Ctrl-G does the trick.( Note make sure you have the
grid set to a small size like two or you might snap the
vertex points on top of each other)
Now the real fun starts. I like to position the vertex points
like this first.

Notice the bottom and top two rows of vertices are on or
above or below the brushes and the center vertex is in
the center
Next I move the very top row and bottom row 16 grid units (at grid 8) away from the hole and then flush with brush.
Let's use the upper left point as an example. I move
it 16 units left and 16 down. Then I repeat this
for all four outside corners.
Then I switch to the other view in this case Y-view and
repeat this on the four corners again.

Then I move the next row of vertex points.
Again let's use the upper left one as an example. I move it
up 16 and 8 grid units to the left. I do this to all
four corners then a switch view, and repeat.

Next I move the center points in toward the brush 16
grid units.
Again do this in both views. Look at pic above and
compare it to the pic above that

Notice in the pic above I forgot to move the very out side corners down.
Let's do that to get rid of the wavy edge. The arrow in
the pic below should help ya.

That's better. Now go to XY top axis view because it's time to straighten
out the corners.
This is what it looks like before

Move the vertex points as the arrows indicate.
And it should look like this.

There we are done shaping the mesh.
Apply a texture then naturalize it ctrl-N.
We also need some more brushes to fill in the corners.
I used three sided ones looks like this.

There, all done!
Now if you were to make this hole mesh on the same plane
as the brush you would have to use four bevel caps to
complete the floor and the same below to complete the
ceiling.
I'd better make a jump pad to get up there.
Sounds like a good idea. We'll do just that on the next
page.
Simple patch mesh page 6
The following short cut keys will come in handy while working
with meshes:
ctrl-G
Snap to grid (I use this one a lot)
ctrl-
I
Invert texture
shift-control-N Cycles cap textures patch
V
key
Turns on vertices so you can drag them.
control-N
Naturalize patch texture
Control-P
Toggle show patches
shift-C
Cap selected curve
shift-S
Patch Inspector (I use this one a lot)