Portal 2

Portal 2

117 ratings
Bug Showroom 1.9

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Bug Showroom 1.9

This is a puzzle that uses one glitch per chamber to solve it.

Glitches 1, 6, 8 and 12 were originally found by me.

Room 2:
Place a portal aligned to the glass, place one to the right of it on the same panel.

Room 4: (credit to C. Peter)
Use the gel on the glass.

Room 5:
Stack the cubes and then horizontally drag out the standard cube underneath.

Room 7: credit to nordern

Room 8:
Press the button and place a dead turret in the laser beam.

Room 10: credit to Jazz

Room 11: (credit to expendablejim)
Use the portal surfaces, then go up against the lower ceiling. Come to a complete stop. Crouch, and stay crouched. Come to a complete stop again. Hit 'jump' once. Now move sideways. Get into the long funnel but never let go of crouch nor place new portals.

Room 13: (credit to Geneosis)
Make an infinite fall for the cube, when it hits a corner after gaining speed, it will pass through to the goo below.
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Čolibri Jan 5, 2015 @ 12:58pm 
This is on the 6th image; is it only decorative or is there somethink to notice or to do?
I hope also you find some interresting maps in my workshop!
.sheridan .vespo  [author] Jan 3, 2015 @ 10:39am 
Thank you very much for your comment. I really hope you will like my other maps and, if you do, recommend them to others. I could use some publicity. ;)

I didn't understand what your problem was in this map. Could you try to explain it again?
Čolibri Oct 23, 2014 @ 2:23pm 
I just found this old map!
Certain glitches are now classic, some one was unknown of me, and I thought I had (re)discovered some others recently!
I do not understand what the cube on the track platform over goo, in a box, is showing.
In the end I used an exploit I throw the cube to the open exit door to destroy it .

I have put a link to your map in the section Curiosities and glitches of my PeTI plus guide .

I will try your other standard maps (they seem interesting because not "completely black" like most of the workshop ; o).
p0rtalthumper Dec 4, 2012 @ 4:45am 
BTW here'a a real lightbridge glitch: http://steamcommunity.com/sharedfiles/filedetails/?id=111541477 although I really should stop repeating myself now :P
p0rtalthumper Dec 4, 2012 @ 4:35am 
I'd put that under the category of speedrunning glitches; there's a lot of them.
Metzger Ben | GER Dec 4, 2012 @ 2:12am 
Btw. there is also a lightbridge glitch or so. As seen here: http://www.youtube.com/watch?v=cDRqSsIHMSg
.sheridan .vespo  [author] Dec 4, 2012 @ 1:38am 
@Metzger: Why do you post this video? It shows all of the boring stuff, but then you left out room 11. I know, there is a faithplate to skip it, but that is only, because it is sometimes not working.
Read the description and try it!
Metzger Ben | GER Dec 3, 2012 @ 11:34pm 
My solution for version 1.9: http://youtu.be/TaS-OyUp3sw

I still don't exit the last room.
p0rtalthumper Dec 3, 2012 @ 4:12am 
@Metzger Ben, I'm guessing it was at a really low velocity relative to the laser if you got tripped by the laser in mid-air. The exceptions to the "low velocity" thing are the slow-moving excursion funnels. Lasers don't burn you while you're inside a funnel, and this is intentional, ergo, not a glitch.

@Sheridan.Vespo: Maybe #6 is a bit of a glitch. As I see it from a Hammer viewpoint, you would need a special brush that blocks excursion funnels and nothing else. The other option would be to set up a special trigger that counts the number of cubes inside of it so the right thing can be done.

Anyway, all that's left to do is to send the list of the 12 Puzzlemaker bugs to Valve and hope they can update the Hammer instances at some point :P
.sheridan .vespo  [author] Dec 3, 2012 @ 2:09am 
@Inspirata: I consider #6 a glitch, because I think, that aperture could build cube droppers that noticed the cube inside and acted accodingly. Or, a different approach, because the fizzling cube stays "solid" long after being immaterialized, which seems odd.