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Spider-Waffle: 2007-02-13 10:23:14 pm
Don't think!  feeeeeal
Now available on google video and youtube:

http://video.google.com/videoplay?docid=-7868139471476323322





Get videos of prelim shorcuts here:

http://www.snappycrunch.com/temp/Cuts1-6.zip
http://www.snappycrunch.com/temp/Cuts7-14.zip
http://students.washington.edu/blakep/HL/Cuts17-31.zip
http://www.snappycrunch.com/temp/Cuts33-40.zip
http://www.snappycrunch.com/temp/Special1-2.zip
http://www.snappycrunch.com/temp/Tricky.zip


For first 6 cuts -

I’ve recorded 6 demos showing various shortcuts or what have you, starting from the start of the game.  They’re done with a fresh install of half-life. Below I’ve outline what to look for:

1.  Just pushing the scientist into the door, he’ll open it, need to run into him for awhile at first then he’ll move in the same vector that you were pushing against him with for a set distance, takes 3 pushes.  I only duck to help control myself while running into him.

2.  Jumping down the long diagonal elevator shaft here; on the right side there this little lip that will send you off parallel to the ground so won’t take any fall damage.  Only thing is you have to make a difficult turn left and duck at the very end to make it across the water.  You can go to the left of the railing here, but I find under it is easier,  then your speed is quite fast so I tried to delay my jumps a tiny bit to slow it down some so I could manage the turns, but I slowed down too much.

3.  This shows what could have been done in 2, it’s a lot easier starting on the left like that but you have take considerable fall damage and you can get a lot more speed starting on the right.  At the end of the river jump you’ll slide up that little piece of catwalk and there’s a lip at the top of it that will stop you dead.  Too avoid this I landed on the piece standing then ducked while going over the top, TFC players do this technique all the time, but that’s how it works.

After the big jump I do an elevator trick, this works on another elevator just like this one later in the game.  You need to open the door, and then close it; I do this by pushing the button through the wall.  At this point the game just checks to see if you’re in the elevator, fortunately valve extended the trigger box just outside of the elevator so you can wait there and the next level will load and you’ll be on the outside of the elevator when it loads and not have wait 10 seconds or so for it to open.

Then there’s another trick that your able to do by being outside of the elevator 10 seconds early.  The scientists in the next room start right by the double doors, then walk away very soon.  You can run up to the doors, use key the scientist through them, step back a bit and he’ll open one of the doors for you trying to move towards you.  The level doesn’t load in the demo, but I started out facing right were you want to go and you can hear the use key.

4.  This show one of a few ways I’ve come up with for getting into that vent in the freezer, I think this is about the fastest one plus takes no damage.  You can get up there starting from the start of the freezer, the obvious way, or you can push a box to the place right just right of where I started that jump and get up there, not sure which is fastest.

5.  This is at the start of "we've got hostiles" I jump on crab to get over a fence here.  You have to wall strafe through some vents after that, but it skips a couple levels.  There’s some other fences just like the one I jumped over, but they all have invisible walls at the top, one of them would be faster because of less vents.

6.  This after going through the coupld vents in 5, below the fan before you push the button to open a blast door.  I just do a quick U turn and jump through this long straight vent, keeping my speed.  Could do it a little faster than that, but it was pretty good.
Thread title:  
A Crab
Maybe you could record them in the latest Steam HL?  A non-patched version of Half-Life won't even run on my system.  It keeps on asking for the CD, even after I've given it my key and the CD is in the drive.
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Spider-Waffle: 2004-06-17 10:30:00 pm
Don't think!  feeeeeal
http://spider.clan-3v.com/Cuts7-14.zip

Things to take note of:

clips 8 and 9 would go together on the same run, and clips 10 and 11 are another option of using your health for boosts to gain time, not sure which set is faster, both leave you at little health.

To start off trick 9 you want to toss the nade there while running from the hallway before, it might also be possible to make the hop starting with the boost a corner sooner but the level loads right before the corner I started the boost from.

The plan for clips 9 or 10 is continue that bhop speed all the way down untill you have to jump and fall down the long shaft, the level load and the autosave make it hard.

Clips 12 and 13 would be one trick, but I always got fucked up when the level loaded coming around that corner, so I did the bhoping section in 2 parts.

At the end of clip 14 I got 25 health off that dispenser while the guards are ambushing me.

I just thought clip 15 was funny, consider it a bonus.
Edit history:
Ankh: 2004-05-21 12:41:52 pm
Hi
Those videos are not playing well on slow computers. You should change the resolution before encoding.
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Spider-Waffle: 2004-05-22 05:56:21 am
Don't think!  feeeeeal
Ya, I want to improve that quality/size ratio drastically. It's my first time using this software.  I should come up with something better this weekend.
A Crab
I'll add a little shortcut of my own:

http://www.rose-hulman.edu/~rickardp/grenade_boards.zip

It should run in the latest Steam HL.  Basically it's just throwing a grenade to get rid of the boards blocking up the vent in Blast Pit.
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Spider-Waffle: 2004-05-22 06:33:19 am
Don't think!  feeeeeal
Ok, I recaptured those demos in 640x480.

In the question of using tricks 8 and 9 or 10 and 11 I'm leaning strongly for 8 and 9.
A Crab
Small one at the start of Blast Pit:

http://www.rose-hulman.edu/~rickardp/train_jump.zip

Just be running forward while you hit the end of the track, and then press backwards in the air to not overshoot the hole.
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Spider-Waffle: 2004-05-26 01:04:47 pm
Don't think!  feeeeeal
Cheesy Yes!

Found new shortcut, been wanting to do this one for a long time but could never get an NPC to open the door, well now I did.  I'll get a video of this up asap.  I'll be moving the NPC as fast as can figure out for the time being.
Don't think!  feeeeeal
More intresting findings, this NPC would always open the door if I loading from right before the map changed to the the map with the NPC and door, but would never open it if I loaded from just after the map loaded....

There might be other doors that I've tried like this that weren't working for this or similar odd reasons like it that could be opened!  I remember now, 8 months ago I was trying this same NPC on this door and he wouldn't open it and I ruled that combo out.  Now it's a 38 second shortcut!
Hey Ho Let's Go
Which NPC is it?
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Spider-Waffle: 2007-02-13 11:57:37 pm
Don't think!  feeeeeal
Cheesy  GOT ANOTHER!

This one is right after the one I found yesterday, same deal for this one, the NPC wouldn't open the door when I tried 8 months ago because I was trying with loading at this level, when I loaded before this level it worked fine.  I'll put this one in the video too.

I'm confident there's still more shortcuts than just these out there and that we'll get the total time under 40.
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Spider-Waffle: 2004-06-17 10:30:25 pm
Don't think!  feeeeeal
http://spider.clan-3v.com/Special1-2.zip

Special1:  saves something very close to 40 seconds.  Pretty sure you need to kill those 2 electric aliens first or they be something the guard will want to kill later, just after you kill all the head crabs.  Those headcrabs fall when you distrube the zombie, and the gaurd will see the zombie and shoot at it on his way to the door.  Usually when the guard follows you as he did in this demo before I started killing the shit he goes down further and helps you kill the shit too.  He won't go hardly anywhere unless all that shit is dead.  He stops running towrds once he get a certain distance to you, so you need to push him twice to get to the doorway.

Special2: This saves something really close to 42 seconds.  It can be done quite a bit faster than how I did it, it was my second time trying.  You basically need to wait untill he says his first sentence, then you can grab him and pull him to the doorway and push, then you should kill him while he's in the doorway.  Once you get in that room there's a one time use trigger that toggles that door to either open or close, in this case close, to open it again you need that same scientist to help you.  His dead body will work to bring the door back up as soon as it shuts.

Now I'm off to find some more of these, got my sights on the big blast door after you launch the rocket and the double door that leads into the test camber at the start.  I'm confident the test camber one will work if you start from before that map loads.  Not sure where I'll find an NPC for the blast door besides those guards, though they might do the trick.
Hey Ho Let's Go
Very nice tricks in that avi.
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Spider-Waffle: 2004-06-02 10:36:41 am
Don't think!  feeeeeal
Cheesy Got another!

This one was took quite a bit of planing, involving some glitches, and finishes off with a crazy electric alien boost.  I was trying to do this 8 months ago as well but didn't think the alien could boost me high enough or know how the glitched worked to get the alien there, (only got it once, didn't know why).  But know I've figured out exactly what gets the alien there and got him to boost me high enough.  I'll make a video of all the key steps soon. this should save something like 30-40 seconds(edit: 58 seconds), which I believe should be enough to get the run just under 40 minutes!
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Spider-Waffle: 2004-06-17 10:31:03 pm
Don't think!  feeeeeal
http://spider.clan-3v.com/Tricky.zip

Tricky1: First phase is getting a scientist to hold the door open, they started right by their respective retinal scanners as I put them there, the one on the left always walks down by the door first, I pushed into place and ran over the trigger that shuts the door.  Boy does that scientist look silly now.  There is a certain trigger that teleports NPCs away from that room when the door is closed, with the scientest holding it open 3 NPCs will stay in there, the 2 scientist and 1 particularly  usefull alien.

Tricky2: The scientist will stay there the whole time; I cut to where the specimen is delivered.  After you push it in, pull it back put it as far back as it can go, this will act as a support to elevate an alien later.  Then get inside the scanner room with the scientists and you won’t be teleported away to all that weird stuff.

Tricky3: You still have to wait out the sequence of weird but it won’t teleport you away if you’re in that room.  If you go out there during certain time windows you’ll be teleported.  I occupied the alien while in that room to keep him from killing the scientist.  This is demo after the last teleport occurs and it’s safe to go out.  This lets you be wherever you want to be when the next level loads, instead of starting right under that alien.

Tricky4: When the level first loads you get to see everything for about .2 seconds, then it stays black for about 5 seconds, though you can still move freely (maybe there’s some video setting to get around this).  This demo is after the blackness fades away.  Get on the aliens head however you want, I found this way to work most consistently, then jump off towards that window just before he hits you.  This was a well timed jump for height, it’s possible to go straight through window.  Also there’s a small ledge just below that window you could use if you fall short.  Then you just need to activate the trigger that sets off the green lightning and you’re on your way.

This skips that whole part where you wait on the scientist to finish talking, 40 seconds, and the slow door plus elevator, 20 more seconds.  I’m putting this down as a 58 second cut; which should be enough to get the total time under 40 minutes.  I’m projecting 39:10-30 with perfection to the greatest degree I can imagine.
Hey Ho Let's Go
Holy cow, trick #4 is neat! I wasn't aware you could do that in Half-Life, it reminds a bit of Shambler boosting in Quake  Smiley

I'm pretty sure you'll end up getting under 40 minutes.
Edit history:
Nomble: 2004-06-03 09:53:15 pm
I love YaBB 1G - SP1!
That is some nice stuff, I'm impressed.

Edit: Erase that! I just saw tricky.avi and jesus. That is one nice shortcut, never thought of that one myself.
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Spider-Waffle: 2004-06-17 10:34:38 pm
Don't think!  feeeeeal
New set of cuts:

http://spider.clan-3v.com/Cuts17-31.zip

I'm not planing on doing trick 29 because you can either do that one or trick 30 because of health, if you do trick 29 you'd have to snark jump instead of nade jump for trick 30.

Here's a break down of the health for the run I'm planning.  I'm using the lowest amount of health loss I have successfully completed each trick with.

        100
-30    70    alien boost
+10   80    medkit after elevator
+10   90    medkit in zombie room with 5 nades
+20   100  2 medkits after long fall
+20   100  2 medkits before long slow elevator
-58    42    nade jump after long slow elevator
+20   62    medkits right after nade jump
-38    24    nade boost from 2nd to 3rd wing
+60   84    6 medkits after falling pipe and before electric shock water
-30    54    electric shock water
-20    34    2 touches on electric rails (might avoid these, 2 seconds lost each if avoided)
+25   59    health dispenser right after electric rail touches
+20   79    2 medkits in area right after part above (alternate, slightly slower route)
-78    1      mortar boost down 60 second long tunels
+10   11    medkit by turret bunker and redhat guard
+10   21    medkit to the left of the 2 guards with backs to you (slightly out of the way)
+25   46    health dispenser inside missle launch building, get while missle is launching
+10   56    medkit outside missle launch building
-33    23    drowning in water
+33   56    recovering from drowning
+10   66    medkit under a box, right before fast train ride (slightly out of the way)
+40   100  4 medkits in hallway with electric aliens
-39    61    mortar jump to lever
+25   86    health dispenser
-56    30    satchel jump at start of Q ethics
+10   40    medkit just before dam (more than likely get 2 medkits here instead of 1)
+60   100  6 medkits at hunted level
-63    37    mortar jump in hunted level
+40   77    4 medkits after hunted level
-47    30    grenade jump by bounce pad
+25   55    health dispenser
+60   100  6 medkits by bomb targeter
+10   100  medkit at start of forget freeman
-~35  65    potential grenade jump istead of tripmine to get over small fence
+20   85    2 medkits at bottom of ladder
+~14 99    health dispenser while waiting on elevator door to open
-96    3      grenade jump up reactor room
+70   73    7 medkits in resupply rooms before teleporter column
+30   100  3 medkits in final resupply room
-20    80    Mortar jump at start of introloper to portal
+20   100  2 medkits behind egg
-99    1      Mortar jump up to portal
I love YaBB 1G - SP1!
man i want to see those videos
but i cant download it with isdn.... Cry

anyway here is some minor improvement in the teleportation labs:
http://www.cip.ifi.lmu.de/~erhardtc/new_tele.zip

its a .dem for the current version of steam
if it is wanted i can also make a demo with the very first half-life version
I love YaBB 1G - SP1!
wee im sitting at a friend of mine right now and just downloaded the movies

very nice

i wish i had found some of them before i made my movie
forget about my last post.... you have already found a better shortcut there
Don't think!  feeeeeal
Hey think.circle, I got your irc message, it's great to hear from you.  If you want to help out that's great, we're accepting any help we can get.

We will be starting the recording pretty soon, maybe next week, and will partition the sections as we go.  The fastest demo for each section that meets the health, ammo, ect. requirements will be used.

Pretty much just need Engy's friend to finish the mod we'll be using.  It's esentially a mod for steam that makes it like base HL but still holds the steam demo recording through level loads functionallity;  though we might go the other route and add the demo  functionallity to base HL.
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Spider-Waffle: 2004-06-08 08:51:55 pm
Don't think!  feeeeeal
*NOTE*  I figured out why that satchel jump in Q ethics was taking around 80 health and not around 60 health like I remembered.  I didn't have the 20 armor.  I got the jump with 56 health lost.  So this adds a nice 20 health buffer.

*NOTE again*  If we're getting that health kit before fast train that crashes we might as well get the armor that is in the box covering it up.  So you'd then have 20 armor for the mortor jump in aprenhension.  With 20 armor I've got jump with only taking 39 health dmg.  This adds an aditional 9 health buffer.
Edit history:
RandomEngy: 2004-06-12 03:51:42 pm
A Crab
I'm using my laptop at work for internet and I might not have internet on my desktop for a while.  Anyway, Spider-Waffle, you can email my friend about the mod directly at sylvain.gravejat@bigfoot.com .

Also I found a fun trick not used in the previous speedruns.  Skimming is where you hold down jump while jumping in water to keep your forward momentum.  Dopefish does this in several places in his run.  Now just add a tau boost to it and you've saved a few seconds in the sewers of "Forget About Freeman".  Smiley  If you don't have the tau juice to spare you could break open the box beside the alien slave at the top of the ramp and grab the 20.

(edit) Now with demo: http://www.rose-hulman.edu/~rickardp/water_skim.zip

Also, in "Forget About Freeman" right after you blow down the door with the tank, there's the two Alien Grunts and the pair of double doors.  You start the doors opening, jump in and some hornets being fired at you can reverse the doors, causing them to close very quickly, resulting in a gain of several seconds.  It's hard to get consistently though, so it won't be in my run.

(edit) Whoops, it is in Spider-Waffle's cuts, I didn't have them for reference.  Like most tricks that exist, one of you has already thought of it. Smiley
I love YaBB 1G - SP1!
@ spider-waffle: yeah i will love to participate  Cheesy
btw that trick in the test chamber is awesome. you make me feel envious Wink



@ randomEngy: the trick to reserve the double doors is already in Spider-waffle's cuts17-31.
i noticed this too when i made my run.
But as you said it's hard to get it  consistently and i left it out