The Teleporter that Takes you to Xen

We do kind of need more horizontal boosts in the run because we bunnyhop so slow. It’s actually faster to wallstrafe as long as you don’t need to tighten up corners. In terms of fastest routes I’m not sure if now is really a good idea to start compiling idea’s as we’re not even close to running the game yet. In fact we could be waiting another 9 months. 8)

Note: The weapon that I call “Hornet Gun” is also known as “The Hive-hand”, either way, it’s the weapon that those big alien grunts have on their hands. It would be nice with some feedback on what tricks are impossible and what not.

When I speak about explosion-boosting and things that take damage I use a simple system: 100H, 10A -> 13H, 0A. This means that he had 100 in Health, 10 in Armor/Suit before and 13 in Health and 0 in Armor/Suit after the explosion/damage.

I also skipped a lot of NPC-manipulations, basically “tricks” where he throws/shoots grenades to distract the enemies.

SPIDER-WAFFLE’S MAIN TRICKS:

ANOMALOUS MATERIALS - 3:01
3:57 - pushing NPC (scientist) closer to door (HLS: Impossible. Scientist teleported in HLS though)
4:23 - pushing two NPC’s (scientists) closer to retinal-scanners just before test-chamber (HLS: Jump from the edge at the door to the top of the retinal-scanner and then teleport both scientists)
8:08 - manipulating NPC (the test-chamber vortigaunt) to jump up to the window in test chamber (HLS: I don’t really know how the Test Chamber will be handled in HLS, it needs more testing)
UNFORESEEN CONSEQUENCES - 8:16
9:14 - object-boosting/diagonal-push for speed (HLS: Impossible?)
9:21 - bridge-jump over the canal (HLS: Probably possible)
9:24 - activating elevator from the outside/through the wall (HLS: Impossible)
OFFICE COMPLEX - 9:25
9:26 - activating NPC (scientist) through the wall to open the door into the room where you shut down electricity (HLS: Impossible. But in HLS you can actually go straight through the electricity, but it does A LOT of damage to you: 100H, 10A -> 13H, 0A. Rumors say that the damage can be avoided.)
9:50 - jumping of a head-crap up to the ladder (HLS: Possible)
10:02 - going up through the roof, climbing ladder and taking the route through the window (HLS: Possible)
10:30 - pushing NPC (Barney) to open the door (HLS: Impossible)
WE’VE GOT HOSTILES - 10:44
10:47 - activating NPC (scientist) to follow to open door (HLS: Impossible - but replaced by hitting the NPC/scientist)
BLAST PIT - 11:00
11:35 - big jump from the tram/train into the pipe (HLS: Possible)
12:07 - a horizontal grenade-boost for speed (100H, 18A-> 52H, 0A) (HLS: Possible - proven by Typical)
12:49 - a horizontal grenade-boost for speed (52H, 0A -> 10H, 0A) (HLS: Possible - proven by Typical)
13:16 - landing on the little sloped panel to land without taking damage after starting the electricity (HLS: Possible)
13:26 - using a Health-machine/dispenser through the wall while on the LONG ladder (HLS: Impossible - but the Health-machine can be used the “normal way” by going around the wall)
13:33 - object-boosting/diagonal-push for speed (HLS: Impossible?)
13:36 - using door-opener from the outside/through the wall to gain access into the burner-room with the tentacles (HLS: No need to open the door)
13:50 - activating the burner from the outside/through the wall to kill the tentacles (HLS: You can break the glass and activate the burner)
14:00 - standing on the ladder to not get killed by the burner (HLS: The fire doesn’t hurt you like it did in HL)
14:42 - blowing boxes up so that the contents are found on the next map inside the tunnel (HLS: Possible, but I’ve only managed to get 2 health-packs and 1 tripmine – which probably doesn’t effect anything since we can’t tripmine-climb)
14:42 - object-boosting/diagonal-push for speed (HLS: Impossible?)
POWER UP - 14:44
14:47 - climbing over the barrier (HLS: Possible, but we can’t drop down to the rails)
14:50 - picking up the contents inside the tunnel from the boxes that were blown up at “14:42”. Contents are: 2 health-packs and 2 tripmines. (HLS: Possible, but I’ve only managed to get 2 health-packs and 1 tripmine – which probably doesn’t effect anything since we can’t tripmine-climb)
ON A RAIL - 14:43
15:02 - using 2 tripmines to climb up to the higher rails (HLS: Impossible. Possible solutions: Taking the train to the same place and doing a grenade-jump up to the higher rails)
15:41 - a horizontal grenade-boost for speed (84H, 0A) -> 7H, 0A)
16:05 - throwing a grenade to blow up the explosive boxes above the elevator (HLS: Possible, but you can shoot them with the shotgun without taking any damage as well)
16:44 - activating the rocket-launch from the outside/through the wall (HLS: Impossible. You can close the door on a guard and make it possible to move all over the map during the launch though.)
17:05 - using a health-machine through a wall (we can go around, which doesn’t matter since we’re still waiting for the rocket to launch)
17:20 - timing when to push the button that changes the map after the rocket has launched (HLS: Shouldn’t be any changes. SW used reloading and jumping to time when to push the button)
APPREHENSION - 17:35
18:08 - jumping over the gap where the ichthyosaur is (the water-alien) (HLS: Possible)
18:16 - jumping through the hole in the electric-fence (HLS: Possible?)
18:20 - object-boosting/diagonal-push for speed and to fly past/over those pistons and bullsquids (HLS: Impossible?)
18:26 - manipulating NPC (vortigaunt) with smg-nade to open the doorway into the cooler-room (HLS: Unknown.)
18:57 - smg-nade-boost for height - medium jump (100H, 7A -> 57H, 0A)
19:09 - using the health-machine that’s in front of you in the dark room when you get beaten down by soldiers (HLS: Impossible)
19:40 - preventing player to fall down by moving early in the “crusher”/waste-disposer (HLS: Unknown)
19:42 - starting the “crusher”/waste-disposer by using E (use) on it (HLS: Impossible)
19:43 - grabbing the ladder at the “crusher”/waste-disposer and jumping of it to gain speed to grab the crowbar (HLS: Possible)
RESIDUE PROCESSING - 19:48
21:21 - jumping over the two tripmines on the convoyer-belt (HLS: Possible)
QUESTIONABLE ETHICS - 21:31
22:17 - pressing button through the wall to open the door, this is where you grab the scientist that opens the door (HLS: Impossible)
23:12 - jumping on snark to get over the crates (HLS: Possible)
SURFACE TENSION - 23:14
23:20 - landing/getting stuck on a cliff to avoid fall-damage (this is in the HUGE dam) (HLS: Possible)
23:31 - satchel-explosives boost for height from ladder - low jump (98H, 55A -> 80H, 19A) (HLS: Jump is possible with a ladder-jump+gauss or snarking)
23:57 - landing/getting stuck on a cliff to avoid fall-damage (this is at the cliff-edge) (HLS: Possible)
24:07 - jumping over the head-crab in the pipe at the top of the cliff-level (HLS: Impossible)
24:32 - snarking onto the building where you jump down into a small hole (the building that is filled with lots of tripmines/explosives) (HLS: Possible)
24:58 - smg-nade-boost for height - high jump (100H, 19A -> 39H,0A) (HLS: Impossible)
25:11 - snarking over the wall to get to the Barney that opens the “negative-health-door” (HLS: Impossible due to mini-skyboxes)
25:15 - activating NPC (Barney) to follow you through the wall (HLS: Impossible. You’ll have to go around)
FORGET ABOUT FREEMAN - 26:17
26:33 - grenade-boost for height out of water - low jump (94H, 10A -> 80H, 0A) (HLS: Possible if modified perhaps, or snarking)
26:42 - using the Hornet-gun to close the elevator door (HLS: Possible? A snark could close the door as well)
26:42 - activating the elevator from the outside/through the wall (HLS: Impossible)
26:53 - using the Hornet-gun to close the huge doors that lead to Lambda Core (HLS: Possible? A snark could close the door as well)
LAMBA CORE - 26:54
26:58 - slowing down at the elevator shaft and jumping up onto the platform (HLS: Possible)
26:59 - object-boosting/diagonal-push for speed (HLS: Impossible?)
27:07 - snarking up to the platform in the room with the assassins/ninjas (HLS: Possible)
27:27 - manipulating the NPC (scientist) to open the door with a grenade through the window (HLS: Possible)
28:10 - grenade-boost for height out of water - massive jump (100H, 0A -> 4H, 0A) (HLS: Impossible. Solutions/Routes: Creating a “snark ladder” and climbing up or combining the snark ladder with a nade-jump)
28:32 - jumping from ladder to the fence inside the tall teleportation-maze-chamber (HLS: Possible. It’s easier if you’ve got your back against the wall and do the jump to your left)
28:35 - gauss-boost onto a pole to gain height and go through the two top bars in the fence inside the tall teleportation-maze-chamber (HLS: Probably possible)
28:44 - manipulating NPC (Barney) by shooting him through the door, Barney opens the door and lets you into the teleportation chamber that takes you to XEN (HLS: Impossible?)
28:55 - throwing a snark into the kill-trigger that surrounds the teleportation-trigger and skip the whole start up sequence and battle (HLS: Seems impossible.)
XEN - 29:00
29:04 - getting stuck on the edge of the floating island to avoid fall damage (HLS: Possible? Other routes should be possible)
GONARCHS LAIR - 29:30
In HLS you can skip Gonarchs Lair - but I just realized that SW picks up lots of Health, HEV-suit-armor and ammo/explosives that we might have to pick up as well
INTERLOPER - 31:00
31:00 - smg-nade-boost at the beginning of Interloper - medium jump (100H, 38A -> 80H, 0A) (HLS: Possible)
31:44 - manipulating elevator in Xen with the Hornet Gun (HLS: Possible?)
31:46 - jumping on Alien Controller (aka Mini-Nihilanth) (HLS: Should be possible)
31:51 - smg-nade-boost for height - high jump (100H, 0A ->1H, 0A… Classic!) (HLS: Impossible)
31:58 - massive gauss-boost, landing without taking damage (HLS: Possible)
NIHILANTH - 32:05
END GAME (Gman’s speech) - 33:14

As you might notice, this is a rough version and the reason for why I haven’t tried all the things is that HLS is being a naughty boy and giving me BSOD’s. I haven’t even managed to play through Blast Pit once today, so I haven’t been able to try the tricks. If you know what works and doesn’t works or find out, then please post a comment and I’ll edit this post.

Also if there is some trick that I’ve forgotten, something that is hard to understand or something then let me know. I think most of them are easy to understand since the’ve linked to the part of SW’s run and therefore you can watch that specific part/trick easily.

Oh, and is anyone else having BSOD-problems or having Windows freezing with HLS? Is it just me?

@BhaaL: What a coincidence, I also did my experimenting where that “head-crab elevator” is :stuck_out_tongue: I messed around with both trying to get horizontal acceleration from objects as well as with “stuck jump” and I hope that we’ll find some technique that gives us a quite nice horizontal boost. If you (BhaaL or anyone else for that matter) would get any good results or find a method that seems to work well, could you post a demo of it then? “Stuck jump” is as insanely great as I remembered it, but there are two things that makes it a bit bad in HLS: First of all HL is a game with quite small indoor levels that don’t give much room for high-speed jumps and secondly it takes quite some time to set up a “stuck jump” with a good object. It’s great fun to play around with, but I kinda doubt it will be used in a speedrun.

4:23 - pushing two NPC’s (scientists) closer to retinal-scanners just before test-chamber (HLS: Impossible)

You can teleport both of them by strafe jumping from the top of one of those retinal-scanners to the top of their heads. When they both start moving teleport one then crouch and try to land on the other one’s head. If done correctly you will teleport them both. This could even be considered slightly faster than pushing them to the retinal scanners as they will immediately face them.

8:08 - manipulating NPC (the test-chamber vortigaunt) to jump up to the window in test chamber (HLS: I don’t really know how the Test Chamber will be handled in HLS, it needs more testing)

If you don’t get teleported the first time then the whole map breaks and you can’t progress. We’re waiting.

9:21 - bridge-jump over the canal (HLS: Possible or not?)

Possible but I can only imagine TSA’ing it. It involves sliding down that ramp (head crab elevator), damage boosting off of that weird crush thing, air controlling very brilliantly into the corridor and bunnyhopping around till you get to the desired gap. Probably need to crank up the air control for that.

9:26 - activating NPC (scientist) through the wall to open the door into the room where you shut down electricity (HLS: Impossible. But in HLS you can actually go straight through the electricity, but it does A LOT of damage to you: 100H, 10A -> 13H, 0A.)

Cool has claimed that he’s been able to do this without taking damage. :-\

9:50 - jumping of a head-crap up to the ladder (HLS: Should be possible)

Yes it is.

13:26 - using a Health-machine/dispenser through the wall while on the LONG ladder (HLS: Impossible - we can use the Health-machine the “normal way” by going around the wall)

On the bright side we can’t really do the giant nade boost that he needs the health for so we don’t really need it.

13:36 - using door-opener from the outside/through the wall to gain access into the burner-room with the tentacles (my HLS looks messed up at this door, could someone please check the two doors that lead into the Blast Pit/burner room?)

Source is a clever engine and knows when the doors should be open and when they should be closed. You don’t need to open the doors from the other side.

13:50 - activating the burner from the outside/through the wall to kill the tentacles (HLS: I don’t know about this, can we brake the glass?)

CooL found that you can break the glass, look at the tip of the button and use it to blow up the tentacles.

14:00 - standing on the ladder to not get killed by the burner (HLS: I don’t remember)

You don’t even need to stand on a ladder. The explosion doesn’t hurt you unless you jump in it.

15:02 - using 2 tripmines to climb up to the higher rails (HLS: Impossible. Possible solutions? Are we going around all of it?)

You can just barely nade boost up there by standing on the highest part of the tram and using any explosive to get yourself up there. Costs around 60 health.

16:05 - throwing a grenade to blow up the explosive boxes above the elevator (HLS: Possible?)

CooL has said this is possible.

16:44 - activating the rocket-launch from the outside/through the wall (HLS: Impossible?)

You can do it quicker by pressing the button while there is a guard in the door. The door will try to close on him then open when it can’t. This gives you free roam of the map while you’re waiting for the rocket to blast off as well as a few seconds as you will be next to the map trigger when the cutscene is finished.

18:26 - manipulating NPC (vortigaunt) with smg-nade to open the doorway into the cooler-room (HLS: I don’t know)

CooL has confirmed this. He says it’s very hard and he’s only done it once though.

smg-nade-boost for height - medium jump (100H, 7A -> 57H, 0A)

I’ve been able to do this in two jumps by having an insane amount of armour to get slightly higher in the map so I can make the jump. However I don’t think this is possible at all with one jump.

19:09 - using the health-machine that’s in front of you in the dark room when you get beaten down by soldiers (HLS: I don’t remember)

Thanks to source’s amazing ability to only let you “trigger” use triggers when looking at them from the correct orientation, using stuff through walls is very situational and in this case impossible.

19:40 - preventing player to fall down by moving early in the “crusher”/waste-disposer (HLS: I don’t know)

Possible but I’m not expert. I just guess and get it right sometimes. :-\

19:42 - starting the “crusher”/waste-disposer by using E (use) on it (HLS: I don’t remember)

I can’t use the thing at all.

19:43 - grabbing the ladder at the “crusher”/waste-disposer and jumping of it to gain speed to grab the crowbar (HLS: Possible?)

Yeah. Not sure whether it’s worth it though. :-\

21:21 - jumping over the two tripmines on the convoyer-belt (HLS: Should be possible)

It is.

23:31 - satchel-explosives boost for height from ladder - low jump (98H, 55A -> 80H, 19A) (HLS: Doubt it, but I don’t know)

You can use a snark instead. Another possibility would be a ladder boost combined with a tau boost.

24:07 - jumping over the head-crab in the pipe at the top of the cliff-level (HLS: Should be possible)

It isn’t.

24:58 - smg-nade-boost for height - high jump (100H, 19A -> 39H,0A) (HLS: Impossible)

I’ve been able to get up the wall with a snark however. :slight_smile:

25:11 - snarking over the wall to get to the Barney that opens the “negative-health-door” (HLS: Possible)

Are you sure? I haven’t been able to get past those mini skyboxes that source maps have everywhere.

26:33 - grenade-boost for height out of water - low jump (94H, 10A -> 80H, 0A) (HLS: Possible if modified perhaps?)

You can use a snark.

26:42 - using the Hornet-gun to close the elevator door (HLS: Possible?)

Snarks can be used to close doors by placing them inside of the (entities?).

26:53 - using the Hornet-gun to close the huge doors that lead to Lambda Core (HLS: Possible?)

You can use a snark.

26:58 - slowing down at the elevator shaft and jumping up onto the platform (HLS: Possible?)

Yes the Lambda core elevator. You can simply jump down it and use ramp sliding at the end to stop fall damage.

27:27 - manipulating the NPC (scientist) to open the door with a grenade through the window (HLS: Possible?)

It is possible but I find it’s mega hard killing those alien grunts because I’m so low on ammo at this point.

28:10 - grenade-boost for height out of water - massive jump (100H, 0A -> 4H, 0A) (HLS: Impossible. Solutions/Routes?)

Introducing the snark ladder. I’ve been able to put this loud bugs into walls where they can’t move so I can use them as if they were trip mines. Using about 7 of them I can make a small ladder up to the real ladder which you can then use to continually progress. If we’re running low on snarks by this point then we could probably just use 5 and then nade boost the rest of the way.

28:32 - jumping from ladder to the fence inside the tall teleportation-maze-chamber (HLS: Should be possible)

Because of the way ladders work in source, if you try and just do a regular jump over that fence then you’re not going to make because you’re just going to pelt up towards the ceiling. Combine it with a Tau boost and you can make it though.

28:35 - gauss-boost onto a pole to gain height and go through the two top bars in the fence inside the tall teleportation-maze-chamber (HLS: Should be possible)

It is possible to collision boost off that pole but I haven’t been able to replicate the trick yet. However that’s through lack of trying. It’s not a very fun trick to repeatedly do.

29:04 - getting stuck on the edge of the floating island to avoid fall damage (HLS: Possible?)

I’ve found a surefire way of getting straight down to that main island but it’s slower than SW’s way. It involves charging the tau cannon while jumping down to an edge of the top of the main island, release it when you’re about to hit the floor and you should ramp slide up the side of it preventing fall damage.

31:00 - smg-nade-boost at the beginning of Interloper - medium jump (100H, 38A -> 80H, 0A) (HLS: Impossible if I remember correctly)

Possible but I think we should just get there the classicer ways. By standing on one of those grey pillars for a little while and then tau boosting off of one when it gets the right height.

31:58 - massive gauss-boost, landing without taking damage (HLS: Possible?)

Yes.

Now there are plenty of things to find in between here mostly because a lot of the map opens up for us when we don’t have what SW had. So it’s worht to keep looking.

I don’t know anything about HLS or the HLS run for that matter, but from reading your list and what TYPICAL said I just had a thought.

DaleLewill says you can skip Gonarch, but you might risk ending up with too little health and armor. On the other hand, TYPICAL proposes a tau boost instead of a nade boost in the beginning of interloper.

SW has 83hp and 26 armor when he arrives at Gonarch’s lair, and after doing the nade boost in interloper he has 80hp and 0 armor. Basically, the armor and health SW picks up in Gonarch’s lair is only necessary if you’re gonna do the interloper boost.

Thus, if you guys can match SW’s HP before Gonarch’s lair, and then do a tau boost instead of a nade boost in interloper you will end up with possibly even more hp/armor than SW, and also maybe even save more time since you can skip Gonarch.

Sorry if this was either discussed before or simply extremely obvious, but since neither of the 2 before me acknowledged it I thought I’d just mention it.

It was only until yesterday that I finally got that non-steam version where demorecording works, from now on I’ll keep recording when I try messing up with stuff and will surely post if I manage to pull of something interesting.

WHAT!? He did that boost with only 3 health down? We could easily do that. It was cost us a bit more health but it’s possible. Probably something like 20 but I doubt we would need the armour. We could just angle where we’re looking at against the floor so that we only take the necessary damage.

Wow, I had no idea you could jump from that little edge at the door to the retinal-scanner. I agree, teleporting both scientists could very well be slightly faster than pushing them.

8:08 - manipulating NPC (the test-chamber vortigaunt) to jump up to the window in test chamber (HLS: I don't really know how the Test Chamber will be handled in HLS, it needs more testing)

If you don’t get teleported the first time then the whole map breaks and you can’t progress. We’re waiting.


But you can reach the teleportation-trigger by doing a VOB with the specimen-cart - I haven’t timed anything, but if we only found a way to survive the fall the it might be a faster way.

9:21 - bridge-jump over the canal (HLS: Possible or not?)

Possible but I can only imagine TSA’ing it. It involves sliding down that ramp (head crab elevator), damage boosting off of that weird crush thing, air controlling very brilliantly into the corridor and bunnyhopping around till you get to the desired gap. Probably need to crank up the air control for that.


You mean that you have cleared this jump by TAS’ing it?

9:26 - activating NPC (scientist) through the wall to open the door into the room where you shut down electricity (HLS: Impossible. But in HLS you can actually go straight through the electricity, but it does A LOT of damage to you: 100H, 10A -> 13H, 0A.)

Cool has claimed that he’s been able to do this without taking damage. :-</blockquote>
It did look like the trigger covered the entire hallway. CooL, any comment on this?

13:36 - using door-opener from the outside/through the wall to gain access into the burner-room with the tentacles (my HLS looks messed up at this door, could someone please check the two doors that lead into the Blast Pit/burner room?)

Source is a clever engine and knows when the doors should be open and when they should be closed. You don’t need to open the doors from the other side.


Hmm, never thought about it like that. Source is smart.

13:50 - activating the burner from the outside/through the wall to kill the tentacles (HLS: I don't know about this, can we brake the glass?)

CooL found that you can break the glass, look at the tip of the button and use it to blow up the tentacles.


Thanks! This guy also mentioned that method and I tried playing through Blast Pit a couple of times but HLS always gave me an BSOD.

14:00 - standing on the ladder to not get killed by the burner (HLS: I don't remember)

You don’t even need to stand on a ladder. The explosion doesn’t hurt you unless you jump in it.


Thanks!

15:02 - using 2 tripmines to climb up to the higher rails (HLS: Impossible. Possible solutions? Are we going around all of it?)

You can just barely nade boost up there by standing on the highest part of the tram and using any explosive to get yourself up there. Costs around 60 health.


Interesting. So then the questions are: Can we survive that jump? Would it be possible to bhop all the way around, would be be faster or not? 'Cause then you could drop down as soon as the lift starts and bhop - but would it be faster and could you even survive it?

16:05 - throwing a grenade to blow up the explosive boxes above the elevator (HLS: Possible?)

CooL has said this is possible.


I believe him.

16:44 - activating the rocket-launch from the outside/through the wall (HLS: Impossible?)

You can do it quicker by pressing the button while there is a guard in the door. The door will try to close on him then open when it can’t. This gives you free roam of the map while you’re waiting for the rocket to blast off as well as a few seconds as you will be next to the map trigger when the cutscene is finished.


So you mean that we run into the control-room, press then button and hope that there is a guard in the door? I assume you’ve done this, so this is a pretty cool thing that I’ve never thought about.

18:26 - manipulating NPC (vortigaunt) with smg-nade to open the doorway into the cooler-room (HLS: I don't know)

CooL has confirmed this. He says it’s very hard and he’s only done it once though.


Could CooL confirm this?

smg-nade-boost for height - medium jump (100H, 7A -> 57H, 0A)

I’ve been able to do this in two jumps by having an insane amount of armour to get slightly higher in the map so I can make the jump. However I don’t think this is possible at all with one jump.


Hmm, we’ll have to see how we’ll handle this and if we have enough health etc. Good to know though.

19:09 - using the health-machine that's in front of you in the dark room when you get beaten down by soldiers (HLS: I don't remember)

Thanks to source’s amazing ability to only let you “trigger” use triggers when looking at them from the correct orientation, using stuff through walls is very situational and in this case impossible.


Thanks!

19:42 - starting the "crusher"/waste-disposer by using E (use) on it (HLS: I don't remember)

I can’t use the thing at all.


Sounds like it’s impossible.

23:31 - satchel-explosives boost for height from ladder - low jump (98H, 55A -> 80H, 19A) (HLS: Doubt it, but I don’t know)

You can use a snark instead. Another possibility would be a ladder boost combined with a tau boost.


You mean that a ladder-jump would take you high enough but we’d need to tau boost to reach the higher platform?

24:07 - jumping over the head-crab in the pipe at the top of the cliff-level (HLS: Should be possible)

It isn’t.


Hmm, I wonder why? Maybe they’ve made the head-crab bigger of something. Oh well…

25:11 - snarking over the wall to get to the Barney that opens the "negative-health-door" (HLS: Possible)

Are you sure? I haven’t been able to get past those mini skyboxes that source maps have everywhere.


I don’t even need to check this, I know you’re right. All the mini skyboxes that used to be filled with water in HL are replaced in HLS. When I wrote that it was possible I only thought about the snarking part so I forgot that you go through a mini skybox.

26:42 - using the Hornet-gun to close the elevator door (HLS: Possible?)

Snarks can be used to close doors by placing them inside of the (entities?).


I did play around with the Hornet-gun inside the “teleportation-maze-chamber” and the hornets did stop those platforms that circle in that room. Perhaps the Hornet-gun “door trick” still works? Thanks for the snark-info though, I didn’t know that snarks could do that.

27:27 - manipulating the NPC (scientist) to open the door with a grenade through the window (HLS: Possible?)

It is possible but I find it’s mega hard killing those alien grunts because I’m so low on ammo at this point.


Are you sure it’s possible to get the scientist to open the door with an grenade?

28:10 - grenade-boost for height out of water - massive jump (100H, 0A -> 4H, 0A) (HLS: Impossible. Solutions/Routes?)

Introducing the snark ladder. I’ve been able to put this loud bugs into walls where they can’t move so I can use them as if they were trip mines. Using about 7 of them I can make a small ladder up to the real ladder which you can then use to continually progress. If we’re running low on snarks by this point then we could probably just use 5 and then nade boost the rest of the way.


Awesomeness! :smiley:

28:32 - jumping from ladder to the fence inside the tall teleportation-maze-chamber (HLS: Should be possible)

Because of the way ladders work in source, if you try and just do a regular jump over that fence then you’re not going to make because you’re just going to pelt up towards the ceiling. Combine it with a Tau boost and you can make it though.


Yeah I did try this myself without success.

29:04 - getting stuck on the edge of the floating island to avoid fall damage (HLS: Possible?)

I’ve found a surefire way of getting straight down to that main island but it’s slower than SW’s way. It involves charging the tau cannon while jumping down to an edge of the top of the main island, release it when you’re about to hit the floor and you should ramp slide up the side of it preventing fall damage.


I was just thinking, can’t you find a small ramp below the top or the main island - perhaps the those edges of the health-pools could be used? Basically gaussing towards it and being boosted upwards which should make it possible to land without taking damage?

31:00 - smg-nade-boost at the beginning of Interloper - medium jump (100H, 38A -> 80H, 0A) (HLS: Impossible if I remember correctly)

Possible but I think we should just get there the classicer ways. By standing on one of those grey pillars for a little while and then tau boosting off of one when it gets the right height.


There must be a faster way.

Now there are plenty of things to find in between here mostly because a lot of the map opens up for us when we don't have what SW had. So it's worht to keep looking.
Absolutely, I agree! And thanks A LOT for your awesome post, I've forgotten lots of things about HLS but you even taught me things that I didn't know were possible. Very awesome! :D

Great, 'cause I really hope that there is some method that makes it possible to use objects to get great acceleration. I know that it’s possible to take damage and even to be killed by objects simply by pushing then about and pushing them into walls - so I hope there is some way to “harness that power” so to speak…

Well you’re right in that SW basically uses all the health/armor that he picked up in Gonarchs lair on Interloper. But he also pickes up a bunch of ammo/explosives that we might need as well - and since we can’t use explosives to do as much vertical jumps, we will probably use more horizontal-explosion-boosts. Basically what I meant with that comment was “I don’t know what we need from Gonarchs lair (if ANYTHING) but we’ll see…” :stuck_out_tongue:

But you can reach the teleportation-trigger by doing a VOB with the specimen-cart - I haven't timed anything, but if we only found a way to survive the fall the it might be a faster way.

Reaching what trigger?

You mean that you have cleared this jump by TAS'ing it?

Mike/Demon/Transgenic dubbed abusing “host_timescale” Timescale Assisted. Also I haven’t tested doing that trick with TSA yet either.

Interesting. So then the questions are: Can we survive that jump? Would it be possible to bhop all the way around, would be be faster or not? 'Cause then you could drop down as soon as the lift starts and bhop - but would it be faster and could you even survive it?

We can survive that jump because there’s a ton of health that we can get from the boxes and just before we go down onto the rail. It is possible to bhop all the way around but I doubt whether it will be faster than boosting up there. As for bunnyhopping on electricity we need the cart to do the boost otherwise we won’t get high enough.

Hmm, we'll have to see how we'll handle this and if we have enough health etc. Good to know though.

You would need something in the area of 100H 30A+. However the problem is the map before which slowly drains your armour because it’s cold. :-\

You mean that a ladder-jump would take you high enough but we'd need to tau boost to reach the higher platform?

The ladder-jump would take you high enough but we need more horizontal boost to reach the higher platform.

Are you sure it's possible to get the scientist to open the door with an grenade?

100%. Mostly because I noclipped in there and started trying to scare the scientist into the door. A grenade worked.

I was just thinking, can't you find a small ramp below the top or the main island - perhaps the those edges of the health-pools could be used? Basically gaussing towards it and being boosted upwards which should make it possible to land without taking damage?

In source if you land in water of any depth you don’t take fall damage. The problem is with doing it your way or landing in it is how much air control we have. We don’t have anywhere as near as what we had in the first half life. :frowning:

Everything typical said I said is right apart from the slave opening the door. I’ll give a full synopsis as soon as I arrive home and im not bound to an iPhone.

11:35 - big jump from the tram/train into the pipe (HLS: Possible)

About 10 seconds before this SW jumps around the elevator and air controls onto the ladder at the bottom. I have been able to do this in source. :stuck_out_tongue:

9:26 - activating NPC (scientist) through the wall to open the door into the room where you shut down electricity (HLS: Impossible. But in HLS you can actually go straight through the electricity, but it does A LOT of damage to you: 100H, 10A -> 13H, 0A.)

Cool has claimed that he’s been able to do this without taking damage.

Might be a case of the trigger having a cooldown. I haven’t been able to do this without taking damage yet personally.

But you can reach the teleportation-trigger by doing a VOB with the specimen-cart - I haven't timed anything, but if we only found a way to survive the fall the it might be a faster way.

Reaching what trigger?


The level-change trigger inside the test-chamber. It’s located above that ramp that goes up to the platform where the ladder is located - look staight up at that ramp when having “showtrigger 1” and showtrigger toggle" activated (or whatever those commands are called). It’s a dark grey trigger that changes the level.

Interesting. So then the questions are: Can we survive that jump? Would it be possible to bhop all the way around, would be be faster or not? 'Cause then you could drop down as soon as the lift starts and bhop - but would it be faster and could you even survive it?

We can survive that jump because there’s a ton of health that we can get from the boxes and just before we go down onto the rail. It is possible to bhop all the way around but I doubt whether it will be faster than boosting up there. As for bunnyhopping on electricity we need the cart to do the boost otherwise we won’t get high enough.


Hmm. For the grenade boost you need to take the cart, which is very slow compared to bhop - but you only need to take it to the part where the jump is. The other choice would be to bhop around the map, which a much longer way, but bhop is faster. I will mess around with Power Up/On a Rail today probably.

Are you sure it's possible to get the scientist to open the door with an grenade?

100%. Mostly because I noclipped in there and started trying to scare the scientist into the door. A grenade worked.


THAT is sexy news to me! Awesome stuff!

I was just thinking, can't you find a small ramp below the top or the main island - perhaps the those edges of the health-pools could be used? Basically gaussing towards it and being boosted upwards which should make it possible to land without taking damage?

In source if you land in water of any depth you don’t take fall damage. The problem is with doing it your way or landing in it is how much air control we have. We don’t have anywhere as near as what we had in the first half life. :frowning:


I know, but the tau-boost/gaussgun-boost could boost you towards the right place (with a 180-turn-around-script like SW used). So as soon as you see your destination (a healing-pool or whatever) you just boost yourself there. I haven’t tried it myself, I’m just thinking out loud…

Edit: I just updated the SW run analysis.

Here’s some shit for your viewing pleasure.

http://na.sourceruns.org

Good stuff CooL! :smiley:

I don’t think you’ve beaten my old 27second run of Gonarch’s Lair run CooL :stuck_out_tongue: I mentioned it in THIS thread (the old HLSDQ thread from HL2DQ.net).

Well, if we’re uploading things now… I uploaded all of the demos that I uploaded “back in the days” when we were starting HLSDQ (including my Gonarch run and some other random demos).

I realized something that I had completely forgotten: Reflect-boosting! Reflecting the gauss-guns fire towards the player and getting horizontal and, perhaps most importantly for us, VERTICAL boost! Perhaps Reflect-boosting could replace some of SWs huge grenade jumps? It does qiuite a lot of damage but so does grenade-boosts… Too bad we get the gauss so late in the game, but I added some of my old reflect-boosting demos in this pack. It’s a real fun trick to play around with, especially on the Xen level with the floating island since you can keep yourself in the air by hitting the pillars and reflecting the gauss to hit you and pushing you up.

Here’s my old HLS-pack.

Also in the chapter Power Up: When you’re in that place where there is harazardous waste in the bottom of a room (where you climb up for two ladders, just before the room where you start the electricity generator) - you can do a ladder-jump from the very lowest ladder to the platforms above you. This not only looks cool, but you also get closer to the second ladder which is faster.

Edit: Oh, I should mention that there are probably a couple of seemingly unimportant demos in that pack, they are probably misc. demos that were meant to show something or some route “back in the days”…

I’m looking forward to this. :smiley:

Found out which trigger you were talking about in the chamber by the way and I’ve found something interesting out about the cart too. I’ll make some demo’s of it soon. :stuck_out_tongue:

EDIT: Since everyones throwing up demo’s I thought I would do as well. There’s an assortment of stuff in there and perhaps a revolution at the beggining of the game where I play around with the cart. :smiley:

http://www.filefront.com/16169659/HLS-Stuff.zip

Picking_up_stuff_through_walls: Cool, I do think this trick will be used in the run. I have noticed that the radius that you can pick up object within is pretty damn big for some reason.
**Using_through_nothing: **Ah, yes! The Blast Pit activation through the glass… thanks for showing me this since my HLS is possessed by the devil himself it seems :frowning:
entirelevel: We had the exact same route in mind!
strange_cart: Pretty cool, I’ve seen this before in a demo that I think DemonStrate posted “back in the days”. It’s also something that seems to happen to all kinds of objects for reasons unknown - I think I have a save with barrels that have been slightly turned and once I got a big crate to spin slowly as well. But how would this revolutionize the run?.. :stuck_out_tongue: (Note: "Strange_cart " contains a space in the end of the name and therefore won’t play. Just remove the space and play it.)

Okey, so after I actually went through my own demos today, I feel kind of stupid for not going through them earlier (but then again, it’s taken me hours to do so because my PC freezes/BSODs when I play HLS for some reason). But I realized how much I’ve actually forgotten. Damn… well I thought I’d comment on some of the demos:
**DaleLewill_Train_exp_01: **A method to get into that pipe that SW jumps into from the train - my method takes about 21 seconds and so does SWs. This experimental method could be improved with better bhopping, but health might be a problem since Blast Pit is coming up ahead.
DaleLewill_ShotgunBoxes: FOR FUCK SAKE! I was asking if you could throw a nade and blow them up when I had a demo of this method?! The good thing is that you don’t waste a nade on by doing this.
Box_bounce: Here I’m actually trying the trick that I hope will replace vertical-push/object-boosting, and the demo is 4 years old…
Damn, it’s pretty freaky to know that I’ve forgotten this much in “only” 4 years.

Two more demos.
The first demo is me showing a sequence-break on Power Up, basically you do a double-grenade-jump over the fence that leads to the place where you start the power. It’s the passage that leads to the place where you fry/kill the big blue alien. To get over the fence you need 1 hand-grenade on the ground as well as 1 smg-nade, damage taken: 100H, 0A → 6H, 0A. I think you could make this jump and still have at least 10Health, maybe even more than that - and I THINK that we can still manage the nade-jump that replaces SW’s tripmine-climbing.

The other demo “Vortigaunt_NOTWORK” is a demo that I think DemonState posted “back in the days” and it shows that you actually CAN keep the vortigaunt inside the test-chamber. I’ve never managed this myself, but if we can keep him there long enough and IF the boost from his lightning is powerful enough, then we might do like SW did in his run - this needs more testing. The test-chamber is filled with surprises it seems…

I timed some routes at that place where SW uses the tripmines, after that elevator where you need the train. I started timing when the train was just about to get onto the elevator:

  1. Taking the train and doing a nade-jump: ~20seconds
  2. Leaving the elevator and bhoping all the way around: ~37seconds
  3. Staying on the train, getting the train into the highest gear, bhoping all the way around with the extra speed from the train: ~37seconds
    Bare in mind that these aren’t TAS’ed times so they could be improved… but it does seem that we’re doing the nade-jump :stuck_out_tongue:
The first demo is me showing a sequence-break on Power Up, basically you do a double-grenade-jump over the fence that leads to the place where you start the power. It's the passage that leads to the place where you fry/kill the big blue alien. To get over the fence you need 1 hand-grenade on the ground as well as 1 smg-nade, damage taken: 100H, 0A -> 6H, 0A. I think you could make this jump and still have at least 10Health, maybe even more than that - and I THINK that we can still manage the nade-jump that replaces SW's tripmine-climbing.

Wow. Nice find. You don’t even need to do the entire level like I showed the route of. :slight_smile:

That saves a lot more than 17 seconds so if it’s a choice between doing the boost up the tram or doing that one it really is no contest. :smiley:

Ran some numbers on the boosts that we’re currently doing and the amount of health we’ll need.

Tentacle alien skip boost 1: 100h 10A → 38h 0A

Two health packs: 38h 0A → 58h 0A

Tentacle alien skip boost 2: 58h 0A → 8h 0A

Two full health chargers when activating power: 8h 0A → 58h 0A

One full health charger when running along the pipes: 58h 0A → 83h 0A

Two regular health packs in the crate room: 83h 0A → 100h 0A

Reintroducing SW’s items in another level trick: We’ll need this health later. http://www.filefront.com/16177153/items_through_walls.zip

Double nade boost: 100h 0A → 6h 0A

Two health packs by switch: 6h 0A → 26h 0A

Two health packs from previous level: 26h 0A → 46h 0A

Two health packs in the next level: 46h 0A → 66h 0A

Boost upwards from tram: 66h 0A → 14h 0A

Now these is all good and well but taking all that health from chargers may cost us a lot of time and it may be beneficial to leave out one of these boosts so that we don’t have to scramble around for more health. Thoughts?

Yeah it saves a lot more than 17 seconds, probably almost a minute if you compare to the time it would have taken us to play through all the Power Up levels. And like I said, I think and hope that it will be possible to pull of both the Power Up short-cut as well as the On a rail nade-jump.

I’ve been messing around with the “hold object and push it into the wall”-boosting for several hours today. I used host_timescale and found out that you can do it this way:
You hold the object, push it against a wall and as you make contact with the object you press jump and release Forward as well as the Use-key.

How big of a boost can you get from doing this? Well, ~900, even up to 1000 in speed if done right. To put that into perspective: A full Gauss-boost gives you ~1300. This trick needs some more testing though. There is a possibility that the boost you gain is effected by the speed that you push the object into the wall - if this is the case then it’s possible to reach speeds even above 1000. I tried jumping over the gap that SW does a vertical-boost over (@18:20) I got pretty close but no cigar…

This trick is really hard due to the timing, you have to release the object JUST as it pushes you backwards - that’s why I used host_timescale. The best objects seem to be boxes and crates, barrels do work but they are much more difficult which I think is because of their shape.

Oh, and you guys that have messed around with host_timescale before: Does low values (below 0.4) mess up AHK for you? It doesn’t seem to work when I lower the values and for the trick described above I usually use 0.3-0.05.

Oh, and you guys that have messed around with host_timescale before: Does low values (below 0.4) mess up AHK for you? It doesn't seem to work when I lower the values and for the trick described above I usually use 0.3-0.05.

Yes it does but at that sort of speed you can just turn off AHK (AHK completely ruins jumping in timescale for some raisin) and use the mouse wheel.

How big of a boost can you get from doing this? Well, ~900, even up to 1000 in speed if done right. To put that into perspective: A full Gauss-boost gives you ~1300. This trick needs some more testing though. There is a possibility that the boost you gain is effected by the speed that you push the object into the wall - if this is the case then it's possible to reach speeds even above 1000. I tried jumping over the gap that SW does a vertical-boost over (@18:20) I got pretty close but no cigar...

The horizontal boost could actually replace one of the nade boosts that we use.

EDIT: About the double nade boost. Where do we pick up the smg and the mortars. I have a feeling to do that boost we would need a small detour in order to do it. :-\

Which nade boost are you refering to?

The two soldiers that are fighting the big blue alien on Power Up are actually the first soldiers that you encounter - and the soldiers are the ones that carry the SMG. So we should grab one of the soldiers SMG and then when you go into Power Up, right at the little bridge/walkway that collapses, there is a box that contains 2 SMG-nades. I don’t like detours… I thought that maybe a double handgrenade-jump would be possible, but I don’t think it is.