The escape sequence is the one part of the mod I actually really enjoyed, so the fact that playing it is effectively just pointless time loss and is unviable in any category is very disappointing to me. Having an additional IL added for it with the skip button banned would be nice.
No fucking way. Absolutely incredible work. I never thought I'd see the day.
Are new maps being added, and if so may we request them? I have one map in particular I run regularly to practice bhops on that I'd like to see get a leaderboard.
Played another run tonight of the above suggestion, this one of Chamber 13 in 0 portals. Didn't have the time to grind down a better run, but I think the route speaks for itself in the interesting gameplay opportunities opened up by the category.
Least Portals Glitchless with Half-Life 2 Weapons
Rule differences from standard Least Portals Glitchless:
- The following commands are allowed, and sv_cheats 1 is set so they can be used: "use", "givecurrentammo", "give"
- The give command is only allowed for weapons and ammunition. If the leaderboard were added, a whitelist of all the weapon and ammo entities would be listed in its rules.
Some elaboration:
This category opens up new strategies primarily utilizing the Gravity Gun and explosives. The Gravity Gun alone enables numerous new routes, and frankly it's just very fun to delete turrets with a rocket launcher or gun down GLaDOS with an SMG. I opted for it to be Least Portals to encourage the use of Half-Life 2's arsenal in favor of simply doing conventional routes with the weapons in your back pocket and for the potential of shaving portals off using these new tools. My suggested ruleset disallows the HEV Suit, Batteries, and Medkits. I prefer to exclude the HEV Suit because sprinting with AD spam is faster than bhopping with it equipped, and I feel this is not only harder on the fingers but less skillful and visually impressive. I prefer to exclude Medkits primarily for uniformity but also because their only real purpose would be cheesing out certain sections like surviving indefinite fire from turrets or a long swim in goo.
I have already performed the following IL runs as proofs of concept. They aren't the flashiest, as my time for speedrunning is limited as of late and I haven't had the chance to bring their times down further. However, I think they present the potential new routes this run would offer quite well. They are linked below.
I would love to hear any thoughts on the concept. Critiques and suggestions for how to improve this potential category are welcome.
I'm aware I may be a bit late to help, but if you go into settings there's an "Also autostart when..." option. You can just set it to autostart when starting a new game on the first map of the chapter you want to run.
Damn, very nicely done. Incredibly smooth through and through. A lot of this is above my current skill level, but I'm definitely taking note of getting onto the cabinet from the overturned desk. That's gotta be way more consistent than scrambling up the pile of props beside it.
Maybe it was fixed in v6.0 because it doesn't happen in my runs.
Still not sure how the turrets got knocked over in 05. Was it just physics jank in your favor when the map loaded or did you do something that caused that?
For our IL saves, are we allowed to start the map with one or more grenades, assuming it's a point in the game where we are able to obtain them prior?
I tend to forget that I need a demo. If it is something I should worry about, maybe I'll put a sticky note on my second monitor or something.
Yeah, I ended up joining the server for future questions. Apologies for the forum spam.
I've been doing some IL runs and I've noticed that whenever I load into a map (be it with the map command or the new game menu) there's a second or two of time where I'm in the game and the timer is running but I can't move. Does anyone know why this is or how to fix it?