# Half-Life 2: Update Speedrunning

**URL:** <https://forums.sourceruns.org/t/half-life-2-update-speedrunning/2582>\
**Category:** Half-Life 2\
**Created:** [March 26, 2015, 9:44pm UTC](https://forums.sourceruns.org/t/half-life-2-update-speedrunning/2582 "2015-03-26T21:44:13Z")\
**Posts on this page:** 16\
**Page:** 2

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**Author:** ![pavichokche](https://b-cdn.sourceruns.org/user_avatar/forums.sourceruns.org/pavichokche/32/71_2.png) [@pavichokche](https://forums.sourceruns.org/u/pavichokche)\
**Post date:** [March 28, 2015, 7:37pm UTC](https://forums.sourceruns.org/t/half-life-2-update-speedrunning/2582/21 "2015-03-28T19:37:10Z")

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Well crap. That’s a bit of a bummer, but I still have hope in the form of replacing the maps with the old ones.

As for comparing it to cinematic mod, that’s like comparing apples to oranges. The two projects have different goals.

> [@UnrealCanine](#):
>
> Alternative comparison
> 
> ![](https://forum-content.sourceruns.org/original/2X/e/ecab36541a7cb20c356583517e009cd3b8d199bc.jpeg)

Also the NPCs in CM are CREEPY AS SH\*T !

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**Author:** ![Littlesackninja](https://b-cdn.sourceruns.org/letter_avatar_proxy/v4/letter/l/cc9497/32.png) [@Littlesackninja](https://forums.sourceruns.org/u/Littlesackninja)\
**Post date:** [March 28, 2015, 8:18pm UTC](https://forums.sourceruns.org/t/half-life-2-update-speedrunning/2582/22 "2015-03-28T20:18:57Z")

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Lol, you can replace them with the default npcs in the newest release, no worrys there.

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**Author:** ![YaLTeR](https://b-cdn.sourceruns.org/user_avatar/forums.sourceruns.org/yalter/32/553_2.png) [@YaLTeR](https://forums.sourceruns.org/u/YaLTeR)\
**Post date:** [March 28, 2015, 8:56pm UTC](https://forums.sourceruns.org/t/half-life-2-update-speedrunning/2582/23 "2015-03-28T20:56:10Z")

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Lmao Dom

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**Author:** ![BitRain](https://b-cdn.sourceruns.org/user_avatar/forums.sourceruns.org/bitrain/32/208_2.png) [@BitRain](https://forums.sourceruns.org/u/BitRain)\
**Post date:** [March 28, 2015, 9:00pm UTC](https://forums.sourceruns.org/t/half-life-2-update-speedrunning/2582/24 "2015-03-28T21:00:09Z")

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> [@pavichokche](#):
>
> Well crap. That’s a bit of a bummer, but I still have hope in the form of replacing the maps with the old ones.
> 
> As for comparing it to cinematic mod, that’s like comparing apples to oranges. The two projects have different goals.
> 
> > [@UnrealCanine](#):
> >
> > Alternative comparison
> > 
> > ![](https://forum-content.sourceruns.org/original/2X/e/ecab36541a7cb20c356583517e009cd3b8d199bc.jpeg)
> 
> Also the NPCs in CM are CREEPY AS SH\*T !

 ![](https://forum-content.sourceruns.org/original/2X/9/9c8dd9a73cff32074797fb01a25bd74e5e166043.jpeg)

You’re not wrong

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**Author:** ![Littlesackninja](https://b-cdn.sourceruns.org/letter_avatar_proxy/v4/letter/l/cc9497/32.png) [@Littlesackninja](https://forums.sourceruns.org/u/Littlesackninja)\
**Post date:** [March 28, 2015, 10:04pm UTC](https://forums.sourceruns.org/t/half-life-2-update-speedrunning/2582/25 "2015-03-28T22:04:17Z")

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[spoiler] ![](http://i.gyazo.com/b6ac28f812b94901a61cec93cb7fba13.png)[/spoiler]  
But why would you not want a metal rocking Father Gregori dude?

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**Author:** ![XxXPhant0mXxX](https://b-cdn.sourceruns.org/user_avatar/forums.sourceruns.org/xxxphant0mxxx/32/45_2.png) [@XxXPhant0mXxX](https://forums.sourceruns.org/u/XxXPhant0mXxX)\
**Post date:** [March 28, 2015, 11:51pm UTC](https://forums.sourceruns.org/t/half-life-2-update-speedrunning/2582/26 "2015-03-28T23:51:19Z")

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> [@UnrealCanine](#):
>
> Bad news
> 
> Trying to leave coast\_01 on foot won’t trigger a change\_level. You need the buggy

Well, Only to get passed Coast\_01. Then you go on foot from coast\_02. I just tryed it.

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**Author:** ![Littlesackninja](https://b-cdn.sourceruns.org/letter_avatar_proxy/v4/letter/l/cc9497/32.png) [@Littlesackninja](https://forums.sourceruns.org/u/Littlesackninja)\
**Post date:** [March 29, 2015, 12:06am UTC](https://forums.sourceruns.org/t/half-life-2-update-speedrunning/2582/27 "2015-03-29T00:06:33Z")

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> [@TheGamingPhant0m](#):
>
> > [@UnrealCanine](#):
> >
> > Bad news
> > 
> > Trying to leave coast\_01 on foot won’t trigger a change\_level. You need the buggy
> 
> Well, Only to get passed Coast\_01. Then you go on foot from coast\_02. I just tryed it.

That’s good, although Coast\_02 is going to be much slower since we won’t be able to fly across the water

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**Author:** ![XxXPhant0mXxX](https://b-cdn.sourceruns.org/user_avatar/forums.sourceruns.org/xxxphant0mxxx/32/45_2.png) [@XxXPhant0mXxX](https://forums.sourceruns.org/u/XxXPhant0mXxX)\
**Post date:** [March 29, 2015, 3:31am UTC](https://forums.sourceruns.org/t/half-life-2-update-speedrunning/2582/28 "2015-03-29T03:31:01Z")

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i think we can actually go across the water if we had an ammo box or some other prop from the lambda location near the end of coast\_01 and once bringing it to coast\_02, we could try Stuck Launching? But i think that might be really slow. But its one of our options. Also, We could also use the Jeep for Stuck Launching, too. So those are two options. (Just thought of these right now.)

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**Author:** ![execut4ble](https://b-cdn.sourceruns.org/user_avatar/forums.sourceruns.org/execut4ble/32/14_2.png) [@execut4ble](https://forums.sourceruns.org/u/execut4ble)\
**Post date:** [March 29, 2015, 10:06am UTC](https://forums.sourceruns.org/t/half-life-2-update-speedrunning/2582/29 "2015-03-29T10:06:41Z")

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Heplooner said somewhere that you can skip the buggy in coast\_01, there’s a trigger at the beginning of the map or something that will spawn the clipbrush, and it’s easy to avoid it.

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**Author:** ![Jukspa](https://b-cdn.sourceruns.org/letter_avatar_proxy/v4/letter/j/51bf81/32.png) [@Jukspa](https://forums.sourceruns.org/u/Jukspa)\
**Post date:** [March 29, 2015, 12:52pm UTC](https://forums.sourceruns.org/t/half-life-2-update-speedrunning/2582/30 "2015-03-29T12:52:48Z")

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Haven’t seen any major differences as of yet, looks like a couple of places are a bit slower. Not worth it to run in my opinion, it’s too similar to hl2. The cinematic mod is a better option if you wanna run a modified version.

As a casual game I liked most of the changes in this mod and I much prefer it to the cinematic mod which was way overdone.

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**Author:** ![TheBronyPony](https://b-cdn.sourceruns.org/letter_avatar_proxy/v4/letter/t/278dde/32.png) [@TheBronyPony](https://forums.sourceruns.org/u/TheBronyPony)\
**Post date:** [March 29, 2015, 3:43pm UTC](https://forums.sourceruns.org/t/half-life-2-update-speedrunning/2582/31 "2015-03-29T15:43:31Z")

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Is “buggyABH” working?

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**Author:** ![pavichokche](https://b-cdn.sourceruns.org/user_avatar/forums.sourceruns.org/pavichokche/32/71_2.png) [@pavichokche](https://forums.sourceruns.org/u/pavichokche)\
**Post date:** [March 30, 2015, 11:32pm UTC](https://forums.sourceruns.org/t/half-life-2-update-speedrunning/2582/32 "2015-03-30T23:32:47Z")

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So I tried replacing the Maps folders from the original HL2 to Update and it doesn’t crash, however it looks about the same as the original and a glitch seems to softlock the game very early on (when the guard beckons you to go into the ‘interrogation’ room, the door shuts in your face right away, preventing your from moving on). While the way I did the map replacement was probably very wrong, using the old maps still means that most of the value of the mod is lost.

I wish there was a way to correct the trigger issue(s) and make this mod be equivalent to the original for speedrunning purposes.

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**Author:** ![YaLTeR](https://b-cdn.sourceruns.org/user_avatar/forums.sourceruns.org/yalter/32/553_2.png) [@YaLTeR](https://forums.sourceruns.org/u/YaLTeR)\
**Post date:** [March 31, 2015, 4:57am UTC](https://forums.sourceruns.org/t/half-life-2-update-speedrunning/2582/33 "2015-03-31T04:57:13Z")

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I guess you could decompile the maps, then remove stuff you need and compile them back.

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<div class="post-metadata">

**Author:** ![Jukspa](https://b-cdn.sourceruns.org/letter_avatar_proxy/v4/letter/j/51bf81/32.png) [@Jukspa](https://forums.sourceruns.org/u/Jukspa)\
**Post date:** [March 31, 2015, 8:59pm UTC](https://forums.sourceruns.org/t/half-life-2-update-speedrunning/2582/34 "2015-03-31T20:59:19Z")

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Why wouldn’t you just run on normal HL2 if you want to make it equivalent?

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<div class="post-metadata">

**Author:** ![XxXPhant0mXxX](https://b-cdn.sourceruns.org/user_avatar/forums.sourceruns.org/xxxphant0mxxx/32/45_2.png) [@XxXPhant0mXxX](https://forums.sourceruns.org/u/XxXPhant0mXxX)\
**Post date:** [April 1, 2015, 2:22am UTC](https://forums.sourceruns.org/t/half-life-2-update-speedrunning/2582/35 "2015-04-01T02:22:39Z")

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> [@˙executλble](#):
>
> Heplooner said somewhere that you can skip the buggy in coast\_01, there’s a trigger at the beginning of the map or something that will spawn the clipbrush, and it’s easy to avoid it.

You’re Right. I just found the trigger. Its where the woman in the cranes voice is triggered. You Can Easily avoid the trigger by going off the edge to the left of the trigger. Its that simple for some reason. O-o

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<div class="post-metadata">

**Author:** ![Littlesackninja](https://b-cdn.sourceruns.org/letter_avatar_proxy/v4/letter/l/cc9497/32.png) [@Littlesackninja](https://forums.sourceruns.org/u/Littlesackninja)\
**Post date:** [April 1, 2015, 2:08pm UTC](https://forums.sourceruns.org/t/half-life-2-update-speedrunning/2582/36 "2015-04-01T14:08:58Z")

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Yeah I just tried this. Found another problem, The nade launch to get to Nova Propekt no longer works if you had a setup I think, the ground texture is still there but the grass has moved (I think) so you may have to just find a new setup. I messed around abit and it’s still possible quite easily.

[Previous page](https://forums.sourceruns.org/t/half-life-2-update-speedrunning/2582.md?page=1)
