Portal 2

Portal 2

Bug Showroom 1.9
45 Comments
Čolibri 5 Jan, 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] 3 Jan, 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 23 Oct, 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).
The Sojourner 4 Dec, 2012 @ 4:45am 
BTW here'a a real lightbridge glitch: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=111541477 although I really should stop repeating myself now :P
The Sojourner 4 Dec, 2012 @ 4:35am 
I'd put that under the category of speedrunning glitches; there's a lot of them.
Metzger Ben | GER 4 Dec, 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] 4 Dec, 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 3 Dec, 2012 @ 11:34pm 
My solution for version 1.9: http://youtu.be/TaS-OyUp3sw

I still don't exit the last room.
The Sojourner 3 Dec, 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] 3 Dec, 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.
Metzger Ben | GER 3 Dec, 2012 @ 12:40am 
@Inspirata: In another of his maps I got kind of stuck midair ON an laser and choppingly fall down because of that. So the laser stuff is not that perfectly coded.
The Sojourner 2 Dec, 2012 @ 7:34pm 
(cont'd)

Glitch #8 is an entity/npc error, as previously mentioned. I recommend an escape route to the next room for if the glitch fails.

Glitch #9: just another VPhysics glitch.

Glitch #10 is also not a glitch. Lasers intentionally don't burn you in mid-air (being inside an excursion funnel counts as being in mid-air), as this makes maneuvers such as flinging easier to perform without (for example) getting burned, stopping, and falling into a deadly pit.

Glitch #11: described it already...

Glitch #12: again, it's most likely the glitchiness of nodraw :P

Glitch #13 happens because of thin portalable surfaces on the panels.
The Sojourner 2 Dec, 2012 @ 7:28pm 
OK, time for a re-review, with more experience from Hammer this time:

Glitches #1 and #4 are due to how glass and grating are made: a func_brush to give the appearance, and a player_clip plus a nodraw (func_clip_vphysics) for the functionality. It would just be simpler if Valve made the instance with a single piece of glass/grating, stretched out accordingly! The footstep sounds (foley) are also incorrect as well because of this. In glitch #7, this demonstrates how visibility is affected by using the nodraw texture (as opposed to the trigger texture): yuck!

Glitches #2 and #3 are due to the lack of a portal bumper around the edges.

Glitch #5 is a VPhysics glitch. I've seen regular cubes sit alone on top of portals as well (not sure how it happened though).

Glitch #6 is still not a glitch; it can't really (or readily) be fixed. It's just poor map design/play if anyone decides to do it.
.sheridan .vespo  [author] 2 Dec, 2012 @ 4:39pm 
I removed some of the chambers, because Inspirata convinced me, that some of the glitches were in fact not glitches but results of the game's physics. I did not agree on everything, though.
Metzger Ben | GER 1 Dec, 2012 @ 8:51am 
I am unable to pass room 16. It also seems that I can create a infinite fall on the right side easier then on the left. On the left it feels like some invisible objects are always bumbing my cube.
The Sojourner 29 Jul, 2012 @ 12:26am 
@Geneosis:

"- Place 2 laser emitters crossed with a laser relay at the center of the cross. Link one of the laser emitters to the laser relay. Link a 3sec button to the other laser emitter. Press the button : Get infinite laser ;)"

This is a rather cool feature of the game, not a glitch.

"- Blue Franken Cubes will not bounce."

Nor will orange ones slide like ice cubes. Other entities can pointlessly be painted orange and blue as well (e.g. doors).

"- Last but not least : Place a laser emitter in front of a laser reciever in "down" position on the square they are on. Link the laser reciever to the exit door. Place a gel dispenser on top of the laser at 2 squares high and set it always activated in "bomb" mode : the bomb should fall on the laser. Try to exit :p"

That's because paint bombs are basically entites like cubes. I was surprised when I found out I could launch some off of a faith plate!
.sheridan .vespo  [author] 10 Jul, 2012 @ 9:10am 
Yes, that is what should happen.
Zapperlott 8 Jul, 2012 @ 2:26pm 
Yea i tried what the description says, but i don´t get it.. am i supposed to fly or what?
.sheridan .vespo  [author] 8 Jul, 2012 @ 9:49am 
Did you read the description to the level? I explain how to perform every glitch. But especially the one in room 12 is kinda hard to perform, I cant get it every time - that is why I provided a way around.
Zapperlott 7 Jul, 2012 @ 5:40am 
Cool showcase - but i don´t understand what is supposed to happen in room 12.. how to get through the laserfield?
ivɿoɈƨυɒnυυT 17 Jun, 2012 @ 3:31am 
This sucks!
🐭 16 Jun, 2012 @ 6:04pm 
@Geneosis
I'm afraid I don't play maps by request anymore until the person asking plays some of mine.
Geneosis 16 Jun, 2012 @ 2:19pm 
@ǝsnοɯ : Well, my last map I actually a glitch demo too... But the other ones are classified into 4 categories : Fun , Logic , Skill and Misc . Could you try some of them and tell me what you think about it?
🐭 15 Jun, 2012 @ 7:19pm 
@Geneosis
Well this is the last place I expected this discussion to come up. Here's a simple answer relative to this map; the only thing cheaper than using a bug/exploit to solve a test is when it's mandatory. The one exception being maps like this since they're more of a tutorial. So to answer your question, not that.
Geneosis 15 Jun, 2012 @ 11:27am 
@ǝsnοɯ : Could you define what you consider as a "good map"?
🐭 14 Jun, 2012 @ 4:30pm 
Oh and btw turrets not seeing through portals isn't a bug. It's something valve left out of community maps on purpose because they weren't sure if it would make some community maps too hard. They might change that later.
🐭 14 Jun, 2012 @ 4:23pm 
To get the cube to pass through you shoot both portals onto the same panel facing up(not 1 portal to each panel but both portals on 1) then you set the cube on the edge of one portal so that it will fall towards the outside of the portal and through the neighboring panel down into the toxic. I just replayed it and I guess there was only one I didn't know; the one where you use the funnel to push a cube back up into dropper. And I think you should be concerned about it if you single handedly play a major role in the overall deterioration in quality of community maps everywhere. Just look at how many people spam links to their maps. I've played a few of them and they were TERRIBLE. Afterwords I posted a link to one of my own maps and they never touched them so not only are these people idiots but they're also hypocrites or lazy and you're encouraging them. Soon we'll have to play through dozens of lame incoherent maps just to find the 1 or 2 good ones. Is that something you want?
.sheridan .vespo  [author] 14 Jun, 2012 @ 8:05am 
@mouse: As you can tell by my other maps, I am not a big fan of shaky and dirty tricks. This map was only for demonstrative purposes. I am not concerned that 13-year-olds will create such maps, if they do - I will simply not play them. If I want to spread knowledge about bugs, written form is not as effective as a map. I also provided discriptions of the bugs in the description of the map, though I couldn't for all of them because of the character limit.
Could you tell me please, how to do the last bug without the infinte loop?
Which 2 bugs were the ones you didn't know?
🐭 13 Jun, 2012 @ 4:15pm 
Oh look another map detailing bugs. All but two of them I already knew. These kinds of maps shouldn't be encouraged. It's only going to create a flood of tests that all require knowledge of bugs to solve them because 13 year olds everywhere will want to make "duh hawdist tast evar!!!11one!" If you want to make something that details bugs then put it in written format so at least the braindead won't stumble across it. And you don't have to make an infinte loop to get the cube to pass through. You can do it with two portals on the panels.
.sheridan .vespo  [author] 13 Jun, 2012 @ 4:44am 
See the screenshot. You place the orange portal on the same spot as the blue one, just a little to right. Actually as far right as possible before hitting the glass.
Fanver 13 Jun, 2012 @ 1:37am 
how do you do the second part of room 2
?
.sheridan .vespo  [author] 12 Jun, 2012 @ 3:29pm 
Updated the map to include a bug found by Geneosis.
At this moment I cannot add many more glitches unless I take some out, because I barely stayed under the item limit.
Geneosis 11 Jun, 2012 @ 10:31am 
Now a list of glitch you could add in your map :p
- Place 2 laser emitters crossed with a laser relay at the center of the cross. Link one of the laser emitters to the laser relay. Link a 3sec button to the other laser emitter. Press the button : Get infinite laser ;)
- Blue Franken Cubes will not bounce.
- An awesome glitch I found randomly : Place 2 white inclinated pannels on a wall so that they are facing each other when deployedat 90°. Place a cube on the lower pannel. Make the cube infinite fall between the panels. Enjoy! ^^
- Last but not least : Place a laser emitter in front of a laser reciever in "down" position on the square they are on. Link the laser reciever to the exit door. Place a gel dispenser on top of the laser at 2 squares high and set it always activated in "bomb" mode : the bomb should fall on the laser. Try to exit :p
Geneosis 11 Jun, 2012 @ 10:18am 
Well will only talk about the glitches I didn't know :
- Room 3 : That was tricky X) Took me a moment to be in the correct position :p
- Room.5 : I heard about this one but never tried it ^^
- Room 6 : Didn't thought about it, but that's just the consequence of the funnel physics ;)
- Room 7 : Not sure about this one... Was it for "turrets can't see through portals"?
- Room 8 : I suppose this is for the weird lighting of the room ^^
- Room 9 : "Dead turret not burning" will sometimes fail, and I got stuck because all my turrets burnt -_-"
- Room 12 : This one was just awesome O_o Took me a moment to reproduce it correctly anyway X)
- Room 14 : Nice one ^^ is it working with any type of inclinated pannel?
- Room 15 : I knew about placing gel through glasses, but not that you can portal them after :p
Geneosis 11 Jun, 2012 @ 9:37am 
XD Yeah I suppose this is because you explained the glitches in the description : I already saw maps about glitches but didn't play them because I could be stupidly stuck if I don't know the glitch ;)
Anyway my most popular map was a bit unexpected and I'm still not sure why it is this map X)
.sheridan .vespo  [author] 11 Jun, 2012 @ 9:29am 
This hasn't really been a serious map, but it kinda evolved into one. Unfortunately, it is my most-played map, which is a shame, because I have maps I prefer a lot over this one.
Geneosis 11 Jun, 2012 @ 9:13am 
Will try this one ^^ I know some glitches but not sure I know them all :p
.sheridan .vespo  [author] 7 Jun, 2012 @ 2:46pm 
Thank you for your idea, nordern. The point is, if I put that in, then the other laser stuff wont work anymore, so unfortunately, this is a bug that is not compatible with other bugs ;-)

I just added another bug I found, though. Give it a go!
nordern 7 Jun, 2012 @ 1:00pm 
Here is a very cool bug you could implement (I don't know how hard it is, I never tried it myself): https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=72078309
Oretachi 7 Jun, 2012 @ 9:54am 
I have already known some of these, but it was a very interesting map.
nordern 6 Jun, 2012 @ 2:38pm 
I knew about the funnel bug in room 12 but was never (and am not) able to do it. I thought they fixed it.
Mulligan 6 Jun, 2012 @ 1:32pm 
Marvelous
Carsaxy 6 Jun, 2012 @ 10:16am 
I laughed a lot on some room :D
the only bog i knew before were the 4th, 6th and 10th.
the 7th is very very bad... in portal 1 it didn't happen...
.sheridan .vespo  [author] 6 Jun, 2012 @ 8:02am 
That is a bug by Valve. It is resolved by now, I think.
I updated this map to include another bug I found and some I hadn't in there before.
nordern 5 Jun, 2012 @ 1:22pm 
Ok... The exit door won't open. (the second, behind the actual level exit)
Is this an intended bug?