Half Life 2 Old Engine Rerun

sorry let me fix that

Buncha kids

lol’d hard @rain

also, completely forgot to post this https://www.youtube.com/watch?v=Xj-sWeg_79Q

its been a while since ive been on here, but i’d like to finally ask this question…
Why was I kicked from the skype group?. I was really looking forward to helping out with the re-run.

We nuked the skype group and moved to a thing called Discord, which everyone can join: https://discord.gg/0Sxown9NluNoEzan

We found problems with the segments of the old runners so we have to redo parts of the run and delay it.

rip run go home

Actually, we’re restarting it ts to town (sorry wrote that at 3am). We want to bring it up to the quality of hl20.

The plan is we take segments in a more detailed way, instead doing a segment with 3 tricks we just do 3 segments with a trick each. It takes a lot longer (maybe pushing the release to 2017) but it’ll be a more satisfying, easier, more impressive and harder to beat run than what we would have had.

Very much this. There’s a lot of parts of the run where we don’t take advantage of a lot of the new tricks we found along the way, or where maps are just completely unoptimized because of how much is jam-packed into segments. Having shorter segments with 1-2 tricks each will not only make this run easier for everyone involved, but the run will look so much better. I mean hell, the very first segment in the run can have 2 seconds shaved off alone. Who knows what other segments we’re missing. Plus, there’s a godmode glitch we gain in trainstation04 that we might want to make use of, as it’d give us a massive advantage, but might make c17 01 harder, since we used ceoob on that map and would have to do some weird ggun punting-jclip trick to do.

Godmode glitch? Wow. Can’t wait. Take your time guys.

Actually, after discussing it, it wouldn’t be beneficial to either redo the run, nor use the godmode glitch. We’d lose more time than we’d save, plus after a long discussion, all we’re going to do is redo trainstation, and see where it’d go from there.

I believe we also found the missing demo file (thanks exec <3) that caused this whole thing in the first place.

Just thought I’d let everyone know that we passed segment no. 300 yesterday.

So, we only have 4 maps left until citadel, and they’re fairly short, easy maps with mostly recycled routes (minus 12’s td)

1111

A little progress report.

Just over two weeks after announcing we had reached segment no. 300, we are currently up to 370 and counting, Jared (Centaur1um) had issues with his keyboard recently which we were all worried would hinder the progress of the run but thankfully he has been able to find a temporary replacement.

We are currently on c17_11 and found a new route for 12 which doesn’t require a trigger delay and is still as fast or possibly faster (which centaur1um was concerned about a couple posts prior to this one).

I won’t disclose the projected time that we hope to achieve, but you can see an estimate if you choose to on our public timesheet which can be accessed at https://goo.gl/4b2kc0[font=verdana, arial, helvetica, sans-serif], on the ā€œTick Comparisonā€ sheet. Bear in mind this time doesn’t include the time that will be saved with the redux of Trainstation_01-05.

Please sit tight, we’ll likely have more for you all soon.

It’s a shame that school kills all the free time that I once had. :frowning:

381 segments so far holy crap. Just out of curiosity, what is the segmented speedrun within SourceRuns with the most segments? I believe it’s HL21 with 317 segments but I’m not sure. Maybe you guys will set two world records with this run: Fastest time and most segments.