I'm not sure if they should be levels or full-game, but Moustachium and 63 Corvi (DLC) should be somewhere on the leaderboards.
IIRC PJ & Mecha used this in 7-7 at GDQ:
So to be precise, the CCW route is ~20 seconds slower at the 7th laser, but no longer loses time because the climb up to the mountain is faster.
But you could detect that with an autosplitter, though I guess you guys aren't using one if the game has IGT. That said, if there is a (visible) igt, then finding a pointer to it with an autosplitter would be fairly easy.
If you're using an autosplitter to get at IGT, it could automatically add the time on when one of these items is used.
You should try installing Debugview (https://technet.microsoft.com/en-us/sysinternals/debugview.aspx) to see if more information appears there. I don't know about the portal autosplitter in particular, but in general this is how autosplitters are able to display information.
You could also look into sourcesplit -- it could probably be adapted to TF2.
Well cube + connector should be all sigils, if you want to do something comm%-esque, but I was talking true low% which should be the same as any%, unless there's a way to unlock cube without connector?
There may be an argument for forcing V-Sync/60 in 60 FPS, when I'm doing runs I'll see -- but I know the range is 64-59 and that may make certain item boosts less consistent (Pinhole Windows in A7, e.g.). If so, I'd like to see that restriction going forwards (I don't see any need to invalidate older runs).
All sigils should be a blast though, sadly low% 60 is still no different from any% 60.
I don't think we need another mod, also you've never run this game
Unfortunately, saves for this game are cryptographically signed to your steam account, so we can't just provide a 'download these saves'.
Well I was working on it today, so I probably broke it. Try again now, it should be all fixed.
Cube jumps require a few things, but primarily it depends on positioning (of the cube and player) and framerate. Jammer glitch is a positioning thing--although different barriers have different positions. In general, the rule is to align with the center of the barrier, slightly towards the side you're trying to exit on.
In particular, the category was made to get away from FPS-dependent tricks. Sadly, the route now includes cube jumps. In particular, a 20 FPS jump in B2 (Higher Ground) would be used for a red L in place of one of the levels in B4.
That was how I added them initially, using the 'New variable' button.