Also, is there any particular reason for doing this run on an earlier version of the game?
Damn. I wanna try this myself, but I think it would be WAYY to much work to memorize the exact mouse movements and where to move etc
Also, do you think Hat will go on sale soon, like steam winter sale, or should I just pay full price now
I made a new route to get the 1st cycle orb in ch15. I don't know if anyone would want to use it.
Also, I have a problem where whenever I restart my game, all my keybindings are set back to default, and it's really annoying to rebind them all. Do you know what's going on and what I can do to fix it?
practice the levels that you have the most trouble with, or are loosing the most time on first, and then do a few runs. You can also practice some faster strategies then practice smaller optimizations.
is the door getting stuck on the skinny part (the part that connects to the wall) or the actual camera part? I find that it's easier to make the shot into the next room when the door is stuck on the wide part, but it will stay stuck open much longer if it is stuck on the skinny part. I heard that you're doing a blindfolded run, so idk which one will be easier, but you could just step on the button very quickly, so it gets stuck on the skinny part.
You don't need abh to grab the radio. Once you go through the portal, you can jump on top of the wall at the same level as the orange. Then jump around and grab the radio in mid air
a question about least portals glitchless (well two really) In 02 with the blue portal gun you can kind of do the same thing. if you grab the radio without picking up the gun, you can stick the radio into the gun and get it to shoot in a different direction. If it hits the floor at the right angle, you can pick up the gun and go through the portal before it fizzles, without shooting any. If you pick up the dual portal device in ch 11 as the shot is in the air, it will still land without getting fizzled. Are either of these glitches? I asked Ace and he didn't think so, but I just want a few more opinions.
No. This is segmented and would be very hard and inconsistent to do in RTA. Even if you could do a speedrun of it, it would go in portal category extensions (https://www.speedrun.com/Portal_Category_Extensions).
'Nother Idea: You can set Host_Timescale to whatever you want, but as you make it faster, most actions (especially oob tricks) get harder to do. You could make it so that you have to keep the speed the same, or so that you can change it, so you can make it really fast for the earlier chambers and a bit slower for the harder areas such as the escape.
would it be oob? cuz 13 is already possible in 0 portals, so only being allowed one orange seems pretty easy. In fact you could probably do it glitchless. Chamber 15 is probably possible too, but it depends on your definition of "one portal per emancipation grill. In chamber 15, if I place two portals to get the orb where i want it, go through the grill, place two more portals, then go back, do I get another orange or not?
Or just make it toggleable because if it is on, portal bumps in 16 and 17 won't work
How about sv_portal_placement_never_fail? (You have to activate it in chamber 02 otherwise the rotating portal in 01 glitches out and it's impossible).
Obviously, intended route would be subjective, but I would think that means making use of every part of every room. For example, in chamber 14, you must get the orb into the receiver to bring down the lift, instead of flinging up to it. I don't know why anyone would want to do this, but it would be interesting to see how fast you could beat the game pretty much how you would have done it after your first playthrough.