Half-Life segmented in 20 minutes 41 seconds

Insane! Does this mean HL20 ?!

Nope. Just another minute break. ~21:20 is still my estimate.

Meanwhile, sneekpeek:

That edgebug…

Awesome! new vid! for the retards like I, can you say what exactly happens in this one?

He edgebugs from the table to avoid the fall damage, frees up some space by throwing a grenade and does a few objectboosts from the crates that are left. Don’t know if he picked up any tripmines there, not sure what he’d do with them at this point of the game anyway.

More info on the edgebug and object boosting here:
http://wiki.sourceruns.org/wiki/Edgebug
http://wiki.sourceruns.org/wiki/Object_Boosting

Also compare to Spider Waffle’s run

See how he avoids damage by strafing to the tall box, not nearly as fast as using the edgebug.

And you’d need the tripmines at the beginning of a On a Rail, wouldn’t you? Depending on the version used at least. I know the Steam version doesn’t have the healthpacks and tripmines where Spider Waffle picked them up at 14:48 in the above video. NGHL doesn’t have any tripmines there either. (I have no idea why this changed between versions) In the video description Quadrazid says “Tripmines ready to be picked”. Mind elaborating on this?

The tripmines and medkits are there if you destroy the boxes containing those on the previous map because their position carry over to the next map. We picked up two tripmines there for the µpcoming tripm1neclimb.

Here you can see how the maps overlap.

func_breakable need a “global” flag to be carried over to next map. Take the planks at the beginning of Blast Pit for example. Not sure if this is possible for func_pushables as well. But this flag isn’t on either of these objects at c1a4j obviously. But normal items like health and tripmines will always be carried over within the overlap as coolkid said.

This is also the place where I did the triggerdelay shortcut in my SS.

Good wiki material, quad, thanks :smiley:

By the way I thought you would do a grenade jump in the next map instead of tripmine climb :stuck_out_tongue:

Wow. Awesome of you to reply with such great detail. I’ve always wondered where those medkits and tripmines came from, and despite listening to a bunch of the speedrun commentaries out there I’ve seemed to have missed it. Learn something new everyday!

Anyone that can or knows someone who can help out with texture modification between the maps for the final capture?

You may know that some of the maps have huge errors in texture alignment.
rofi fixed this for his capture of CR. But unfortunately he were short on disk space and haven’t kept the files.

Short tutorial by rofi:
It’s simple. Make screenshot of the last frame of the recorded demo and the screen of the saved position on the next map. Then see where to shift and apply to the textures in wad-file. Texture names can be found using impulse 105 or 106 command (tex under xhair). And use r_wadtextures 1 to force loading them from wad. Shift for some textures is hard to figure out so you may place coordinate numbers and letters to the textures as you may have seen on screens on the CR page. When the shift is found, apply to the original texture
Simple yet long sometimes (when it’s hard to figure out exactly).


hi man, sup, how’s it going with the project? update pls :>

funny you ask now, because this very night I made a great step forwards. major update once surface tension is completed. only a few days I hope.

Getting closer… I’m so excited. Been playing a lot more Half-Life lately myself, so I’m extra excited to see just how bad I am =D

Good to hear things are moving along, I kind of figured that the health door would take some time. Oh, a long time lurker here, finally decided to make an account.

can’t wait. rock on!

Surface Tension done! Was stuck for a while at the well known health-door, since the map has to be in one segment until the door starts to open, and there are many precise actions along the way.
The planning has also been improved lately; replaced an AR-grenade for scaring the grunt to open the health door with just 9mm bullets; replaced AR-grenade boost with selfgauss among other minor things. AR-grenades are generally more useful than handgrenades and also more rare items. Those two small changes adds up to 1.5 seconds. A new triggerdelay found in Interloper that saves about 2.5s.
The time of Surface Tension was almost cut in half, pretty amazing improvement if I may say so myself. The new estimated total time is down to 21:13.
For details.

Surface Tension
think-circle 7:22
dopefish 5:32
RandomEngy 5:22
Spider-Waffle 3:03
New 1:33

are you actually telling me you are running through Surface Tension in a minute and a half?

daaaaammmnnnnnn

The way you’re constantly improving the run, do you think there’s a chance you’ll get it down to 20.xx? That surface tension time is just ridiculous.

Also, any chance we’ll get a new teaser soon, or just some random clips? 8)

20.xx? I have estimated times on all the maps from Surface Tension to the end rounded to full seconds. So far they have been pretty much spot on. But some of Interloper is pretty hard to estimate. Anyway, the video time is known to turn out shorter than the demo time. So unless some major problem comes up, sub 21 sure is possible : >