This was actually more challenging than I thought it would be and it had some nice new elements to it that took me awhile to figure out. I enjoyed this map a lot. I don't know if this was intended, but I portal bumped on the flooron my way back with the cube. Couldn't figure out any other way because it was not working with me and the cube flinging together. We kept crashing into each other and fatally slowing down.
I see what I did wrong. I flung over initially using both portals, so my only way back to get the cube was to place a portal on the floor next to the laser grid and one on the wall. Then my only way back with the cube was to either fling over again (which doesn't work very well) or portal bump, which did!
Getting stuck is not part of the game...
You are not forced to use a glitch (that i think is impossible to fix), there is a proper (hard to find) solution.
Gettin stuck makes you understand that the double portal flinging on the bridge is not the right way to solve the chamber.
I'm sorry, but I don't think that leaving a player stuck, for any reason, is very good level design. Why not just provide an easy way to get back so they can try other methods and, eventually, find yours? If you do this, then there is no reason to fix your map to avoid the glitch, since it is much slower to do this than any other method of getting across.