Oryn
Infinifling in 1 jump
updated
Probably the worst coop LP route ever made :) 1 attempt per 10 minutes, with a lot of things to kill this attempt at every corner of the map, because of source engine jankiness.
So you start by giving 120° to orange, so about 10 minutes of rotation (since orange's lag increases the ppd boost power, similar to how coop boost are easier and better as orange. And all my testing has been done in solo coop because orange cannot use sar commands in normal coop so it's a pain).
Then you shoot the portals similar to in the video, I think the orientation matters. then you do a coop boost up to the ledge. Just be careful to not get stuck in blue, going through portal or stepping up onto the white surface as all these actions will reset the ppd. Ppd boost also tends to drag you inside the portal for whatever reason, making it so inconsistent.
The goal is to get through the fizzler at above 1950 ups (lower threshold) in order to not get your portals fizzled, by being on one side the first tick, and on the other side the next tick, same as this video youtube.com/watch?v=RTkpRUEvuu8&pp=0gcJCcMJAYcqIYzv
1st clip shows that you can get the velocity by getting stuck in the portal (I only get 1400ish ups but you could get more).
2nd clip shows you can get the angle towards the fizzler, but low velocity.
3rd clip shows you can get the angle towards the fizzler and get stuck to accumulate velocity. If you can control how long you get stuck for, maybe with different blue's position in the portal, if you can reach speed limit (3500ups) you're basically guaranteed to not fizzle the portal
Then blue joins orange, and in the 2nd room you do Vertical Flings 2p route, orange glitches top button, then gets to the bottom button and you win. I had to use ppd to not have to control the 2 players at the same time, and it was still a pain to do, and because it's a prove of concept, and it's obvious that section is possible, a "close enough" video is enough. The main issue is getting the portal preserve in 1st room which in theory is possible, but idk if it's viable for a human to do.
If a TAS is made for this route, a human should be able to do it by copying it 1:1 as it should be TAS consistent (no rng involved). But good luck finding the exact player position and speed, and ppd angle when you get stuck in the portal.
Alternatively you could do a crazy coop boost in 1st room, ignoring ppd entirely but that involves glitching the camera, and having one of the worst coop boost setup ever. And after having played Repulsion Jumps for like 300 to 500 hours something like that, I can assure that it's basically not possible, even with crazy lag abuse
-can't sleep
-go on portal 2
-get new lp
-new tech is banned
Credit to Arok. He found that if you use infinite mouse acceleration as well as +strafe, if you are in a portal bubble, you warp to worldspawn (0,0,0), and if you aren't in a portal bubble, you reset your velocity to 0 on all axis.
This is just for showing what it can be used for in LP, it also makes Flings 3p, Multifling 0p, and potentially Bridge Rep 0p and Bridge Gels 0p and Rep Polarity 0p and Finale 3 4p (even 3p), you get the point, it's just broken.
It's nothing that a human cannot do it's just very difficult to chain these inboosts, which should be 11 of them if you do it properly, but blue has to manage the velocity properly. Also the button press is almost pixel perfect and tick perfect so good luck lol. Jump every 42 ticks is consistent if the 1st inboost isn't glitchy (where both gain height)
You can see the best attempt we got (6 inboost in a row), blue lost all velocity and it's not easy to regain it.
Credits to @Nidboj132 and myself
Basically the cube always land at the same place, except on 1.5% of the attempts where it can randomly learn somewhere else by clipping while spawning. If you get extremely lucky the cube can land tilted against the invisible brush that disappears after 7ish seconds. The odds of that are about 1 in 100000 according to the bruteforcer.
After putting 400 hours in it of doing the level, getting qc and clipping inbounds, then reset (30s per attempt) we gave up when someone else seems to have done it today.
Linux has a different cube position by default but it can still get the randomness and there is no reason why it couldn't bounce and land tilted.
Also the last clip is a laggy cube that occured while bruteforcing, and it would have fallen if we didn't program the bruteforce to reset at 9 seconds after the level started. This would have been odds of 1/5000 otherwise because it occured very early.
Thanks to Burger40 for performing the bhop at the start of Blue 3, and to Turmoil who I stole the route for Pickbounce (my route was so bad lol).
Main trick used to skip gel is Inbounds Voidclipping. When you load a save with player EHM (slot 1), you preserve the velocity from when you did the save, but you also go towards that direction without losing velocity, so if you chain it by saving during the load, you can basically keep going forever. Well not really, since you need to be close to a wall, or a model that lets you voidclip, and it's not the case of every wall/model.
Detailed explanation of EHM here: https://wiki.portal2.sr/Entity_Handle_Misinterpretation
Now for the maps:
You can see my console when I voidclip in Blue 1 and Escape. I forgot to close it and since I load as soon as the previous load was there, and for the editing I kept 2 frames, the console was showing during the loading so I had no other choice. I had to record on the go to make my life easier. Same goes for the map start, if there is a fade it's recorded while playing, if there's no fade, it's a demo played.
Also many times I could do SLA cube hops to climb, but I never did them before, and I had to learn them for Stage Reveal (after the reactor) and it looks disgusting on the video. Also whenever I jumped on the cube I kept being sent sideway a bit, so on Desert, I ended up giving up and just doing voidclips instead.
The water reflection in this game is disgusting. I'm very sorry for the poor quality in Rotating Wall, Portal 2 and Finale 2.
For Smooth Jazz, the map is not the same as the one in the base portal 2 game, the door seems to lack some clips, so you can get the cube through like I do, it's semi consistent, about 20% of the time I get it). And the spd through the door was so good I'm a bit sad the cube setup was terrible lol.
On Column Blocker I could have passed through the portal after the turret throw but.. Least Portals Syndrome, I didn't even notice it was there. Also we can note that this map is also different from the base game, the turret in ApTag does get destroyed when getting in the water, which is not the case in the base game.
On Escape, I pressed the button to not do the surf because there is no way for me to do that sequence without gel, and since the speedrun does it, I consider it perfectly fine. I also kept EHM during the vent section so that's why I get stuck in chairs.
On Red First, for some reason the fizzler doesn't fizzle cubes, only gel, so.. Thank you game ?
And last, on Finale 2, I ended up EHM'ing the doors and I trigger the bad ending by jumping in the fire. I'll be honest, I have no idea how to trigger the good ending xD
Maybe one day we could skip the gel in Future Starter, but I doubt it's going to be possible on All Intro 2. The best I could get with voidclips was against the start wall, blocked by a pillar. This map has very little voidclippable area. But who knows. In 8 more years maybe :D
I probably missed some stuff in some maps, if there's any question, just ask in the comments hopefully I remember what I did lol
It could have lasted even longer (or maybe even forever) since the ball lost all its momentum and only had angular velocity, so nothing to stop it, but I had to go sadly.
I guess it smashed the previous record of a spinning prop ? It was 2m30s of a cube spinning in Column Blocker.
Song used is Hinarin's Relation of Misfortune by IOSYS
Rare moment where blue boost is more consistent than orange boost. Could get it many times in a row in solo coop, took 4 days to get it once with ping. EHM behaves so strangely with lag :/
Anyway, EHM both players, and just boost, and ppd through doors. Orange activates all the triggers that requires button glitch, then blue gets the ppd boost and gets orange's checkpoint in last room.
PPD part was sped up a lot.
Unlikely to save 2 more portals unless there's a way for blue to go to orange side without portals.
Coop is therefore now down to 4p in any%, including Wall Rep that I gotta look into because I've been lazy and it's still a theory but there's no reason for it not to work lol.
Using EHM on slot 1, 2 and 1172. Even if the total number of prop_static in this map is 518, EHM'ing the bridge on 1172 makes it spawn but instantly getting cut, though it shouldn't happen ? I guess game bad lol.
I'll edit this description later once I have made the calculation of the number of load needed, but I know for a fact those 3 slots can align. It's just that with all the other EHM's needed in that category, I don't want to find a new route and recalculate the loads again, i just route everything first, then calculate afterwards.
So basically you do EHM boost with ppd to get a much easier time on it (+60° for orange, -60° for blue) similar to this video youtube.com/watch?v=mEAZUXc8UcA Orange will always clip through blue after 700ups, and I've realised on other maps it's axis dependent. Good thing it's not the case on this map.
Then you glitch the camera so when blue gets in the middle room, both player's respawn is set to it.
Then there's a stupid jump, some EHM stucklaunch and cube boost.
Concerning cube boosts, you can't just jump on the player's head and get ejected, it is possible but very rare, most of the time you just float weirdly in the vphys hitbox. It's also not a normal cube boost, the velocity will be alternating between x and z, which is why you need to push both sides. We've spent 2 hours doing a cube boost similar to the 2p route and we couldn't get both player at the top at the same time.
There's also some world portal issues in the middle room, and for whatever reason blue also had that problem despite being the host, but I tried my best to not display it, except in the middle room where I couldn't.
Enjoy the few bloopers at 5:11 And yeah, I've gotten another ghost cube, it's pretty easy to do actually you just grab a cube just after clipping it, and there's a chance it gets its hitbox stuck in the wall and you hold just a fake visual cube)
I'll try to get deepstuck (or through) without EHM but, I do have the feeling it's possible.
ORRRRRRR, it's possible EHM deepstuck'ed me at the perfect height to initiate a ppd warp (the vphys sliding on the rock) in which case it would be SLA only.
Also if rudko or someone can just find how to initiate ppd at the start like in the door or something, with EHM it would confirm this map 0 for inbounds, and with the elevator, maybe for CM/NoSLA
Curiously this non flat wall (or is it a cliff ?) is climbable with voidclips, so the goal was to reach that pipe down there, and there is a tiny part of the sphere, slanted just enough to get a slope boost, poking outside of the trigger that acts like a kill trigger (it reloads your last save but it's the same as killing you)
You also gotta be careful not climbing too much to the left (all depends on your velocity vector when you do the 1st save) else you get stuck below the building I land on at the top of the cliff. Since the shape of the polygon tends to push you way more to the left than you expect.
256 voidclips, tho maybe a few can be shaved off, if you get a better angle on the climb, and maybe a few less at the start if you can get the slope boost from the grid so probably 240 voidclips is the minimum ?
The splice is ugly but it's good enough. You see which part has been done later when the keyboard hud appears at the bottom. And you see the reminiscent portals from 4p on the last climb but whatever.
This also makes the total number of voidclips to 461 (I didn't count the 3 voidclip required to get to the catwalk fence at the splice, because you can just land on it from the climb before) which makes a total of 351.7 days of just loading screen xD. 1 whole year for a single map.
Today after having tackled Conversion Intro 4p and Three Gels 2p, I routed this monster. Took a while to execute, even longer to remove the loads, since it was done without demos, as demos affect voidclip behavior. Total of 338 loads, all requiring to have player EHM. I also don't really know why there is a bubbly sound after reaching some height, I also had this issue on Conversion Intro, but it's funny so let's keep it xD
Thank you Burger for hitting that crazy slope boost :D
This is most likely the last portal to be saved in any%. I don't think the moonshot will ever be skipped as it is the trigger to end the game. However, it also means the rest of the game is doable without any portals!
Shoutout to Burger40 for hitting that jump on Bridge Intro
0:00 Having player EHM will prevent the elevator from going down. There is a console error saying the player is preventing the elevator from moving. So it's better to get EHM after the elevator has reached the lowest point.
0:31 On some maps (here Triple Lasers) if you go on the right side of the elevator you can make it go down. But it will get stuck a bit above the bottom so you get stuck, unless you're in the air when it happens. It is done by crouch boosting.
0:51 Player EHM prevents any pixelwalk from being walkable. However it's not really an issue because it allows for a better replacement.
1:24 Bhopping against an EHM'ed player allows to preserve velocity assuming you don't get groundframes. So you can charge velocity with very little space to work with. Found by rudko.
1:55 If you jump on an EHM'ed you will fall through, unless there is a wall near, in which case you will stucklaunch.
2:20 With PPD and EHM, the vphys hitbox will now be the one having collision. You can't get it to enter a brush unless you have high velocity or you jump or enter it from the side. And that's why it's not a problem to not have pixelwalk since you can get your hitbox in a wall and float on top of brushes inside the wall. As long as there is no brushes in the way.
2:48 And getting the hitbox on top of a brush will cause you to stucklaunch. It will always automatically release very quickly so you can't get much velocity with a single one, but it stacks.
3:14 Just like the stucklaunch on player, you can walk up a rotated vphys (can't jump) and use the rotated vphys to slope up.
3:42 And using the slope up, you can reach the button of Bridge Intro in 0p, allowing to SLA stick it, and finish the map in 0p
3:50 EHM (alongside with Orange's lag) allows for some intense ppd boost, even if it's also possible without lag, it's just more obvious. And the coop boost oob is 2000u high, which beats the best non-ehm boost by 600u.
For Lasers one, you basically trick the game into having the coop grab near the laser as, usually, reflector cube get singleplayer grab near them. And so the game puts the cube in your hand but is in fact at the last place it was on the correct physics, so you can't interact with lasers or fizzlers etc..
For Funnel Catch one idk
Few things to note:
- Once the ghost cube is in your hand, your partner cannot grab it, whether it is from your hand or from the last place it was.
- Fizzling the ghost cube while held will do the same as when you release, with fizzling animation too.
- If there is any brush between you and the original position of the cube, you cannot release the ghost cube.
Took 1 hour with 4 segments, it's a pain to do. Also enjoy the weird behaviour of segmenting with any kind of ppd (crouching on player triggers ppd) at 2:24
Route credit to Krzyhau
Blue: Nidboj
Orange: Me
Pr0tal: Would you want to be the first to do chamber 16 in 0 portals nosla inbounds ? It requires ppd and I can't think of anyone else more qualified.
I wasn't qualified, it took me 9 hours. I hate this game's physics lol. The grab range feels ridiculously tiny, the prop behave weirdly when held while they touch a wall/floor and the ppd is just stupid, you can't jump from standing position, but you can step up things without losing it, so literally the opposite of Portal 2.
Basically you get inside the turret while it's asleep, grab-drop. If you stand enough on the side, the turret won't leave your hitbox. And you wait for between 4min and 4min20. The pile of cube is to prevent being ejected above the fence if i get too much velocity (i suppose you could just get ppd next to the fence to avoid this issue).
To clip through the last fence 4:35 , I have no idea how to do it, since it doesn't work the same as portal 2, I just tried my best to copy what happened in the video Uncrafted did. Every time i either get pushed back, get stuck in turret or lost ppd. But it's fine the last clip was similar to Bridge Intro 2p, so maybe there is some logic to it. (Also it seems holding w+d helps compared to w only, tho it feels kinda placebo).
Sped up the turret thing to get it in the correct position, and the hitbox rotation part.
Demo: drive.google.com/file/d/1EHnMRwEtUnr4l9YfwE2F4IqrKMxIFW08/view?usp=sharing
Me: Sure
*10 minutes later*
Turns out it's possible on those elevators too, using EHM, only on some maps. It only took a better setup that just step-dad. Basically I stand on the edge of the trigger, then do a kind of circlejump, and even if the door closes on you, you can leave it.
It works on Bridge Swap (slot 127) and Bridge Fling (slot 172), but not on Infinifling (slot 170, but only 164 prop_static on the map).
That's cool, all elevators can be glitched with EHM now :D
You just need to glitch the triggers, similar to what you do in Separation 0p, having the trigger on True despite being out, and with EHM on the brush that prevents you from exiting, you have just enough time to exit the elevator.
With that it makes Double Bounce 0p Any% if you EHM slot 127
And I have a route that uses multi EHM for Wall Repulsion Any% 0p but it's just dumb and untested so for now it remains at 2p. (Elevator is slot 148)
If someone finds something for Bridge Repulsion in the 2nd room that involves the flag then it's 0p Any% too (Slot is 127 too)
Routed on February 27th 2024
Route by Nidboj and myself
The first part of the map (like every open sky map) is so laggy for me it's unplayable so I asked @NeKz to do it for me. He went for a single segment but it took 12 minutes to do the door to glass jump, so I had to cut, I did as best as I could so it's not ugly.
For the second part, those chair hops were kinda annoying, but I suspect they changed the physics of the prop slightly because I could very often clip the chair through the black pipes (and it was stuck), and because of how the cube tower at the end just broke the first time around, I've never seen this before in the default portal 2. Very frustrating, but at least this map is done, I doubt you can skip the first portal. Surely you can get back into that room, but leaving it to get the cube is pretty much impossible.
Also yeah I know, I could have done 1 less climb if I wasn't bad on the very first jump on the pipe, but heh whatever.
Aaaand recording demos break the elevator, because Portal Revolution is so well made lmao.
I remembered a very old video of someone showcasing gel bomb preserve with a prop. So unless you can grab the ball in 0, I highly doubt it's improvable.
Also if the bhop in this game wasn't so terrible.. I legit airlock from my circlejump :/
Sorry for the bad segmenting after getting the cube I accidentally moved my mouse before the save :(
Also I hate that you lose air control after touching those catapults.. those redirects were terrible to do, mostly the one into the ball platform
Route by me
Route by @PerOculos and myself
It's one of the.. 3? 0p route I had in mind for this level, surely I'll do the other ones someday, but I'll need to learn how to do midair cube hops I think, except if I get boosted of my cube hop ? Oh well, I'm not doing it any time soon lol
sp_a4_finale (for those who search map name in youtube)
I guess I segmented at the wrong place because it screwed up the elevator at the end lol. But I wanted something relatively clean and I honestly didn't want to hear the cutscene whenever I failed at the chair part, so that's 3 segments.
I haven't seen anyone doing it sooo, link me video if someone else did so I don't steal their fame
Route by @PerOculos and myself. It seems to be a good idea to just go on a random map on vc, we always find something new haha.
I can stack chairs too Tyronis :P
Nid reminded me that 2 years ago on mass%, he managed to spawn 2 discs. Surely if you can get 2 you can get as many as you want :)
It turns outs any entity fizzling in the fizzler in the last room will create a new disc, as the game assumes you can only fizzle a disc there. And it also turns out any entity being killed down the pipe will create a new cube. So we dupe a lot of discs then convert all of them into cubes lol.
Also I hate push triggers, that's why the disc stucks to the pipe walls
I'll eventually grind this with Nid in the future, since outside of TAS, only he and I ever got blue boost on this map, I don't expect anyone else to even attempt lmao. I'm not worried for orange, lag helps getting better boost despite a worst setup.
Routed on January 7th 2024
"You won't get rid of coop boost ever." -Repulsion Jumps world record holder
It's just to have a video of routes for the other categories as well, and it kinda make a all LP doable in a single session if not for Calibration 4p
Also terrible render if i record a demo playback with my lag but meh I don't care enough to record while playing
Nothing much but it's still new ideas to throw on that route idea of using bomb of gel to gain height
Credits to:
@Nidboj132 for testing all my ideas in TAS'es
@PerOculos who helped me find new ideas yesterday, actually a good chunk of that video are his ideas
@sicklebrick who got few ideas back in my update 2 video
youtube.com/watch?v=1DhQTlEqXeo / youtube.com/watch?v=AtnoMv8hoow
Those are my 2 previous videos concerning theories for this route. Have fun figuring this out, and good luck Nidboj / Feliser / zach / Glaboss for the first completion when it's gonna become possible :3
I completely forgot there was a gap above the fizzler that allows to preserve turrets into the elevator area. That makes 4 turret in Lasers, 1 in Funnel Maze, and 4 in Turret Assassin. Turret Walls 1st room's 11 turrets disappear upon triggering the middle room, and there is no way to even reach them, same for the 2 in the 2nd room, and Gel Maze has no room above the fizzler to preserve the 2 turrets.
Not only that but the 1st turret in Turret Assassin can also be preserved !! By going out of bounds and getting a small boost to get out of the area where you clip, you can navigate up to the door above the fizzler. The Calibration AMC clip does not work there for some reasons, however, if you get an entity inside of you, you do clip. So I stand on the turret while it's asleep and partner grabs it and drops it in me. This way i preserve a portal from the 1st room into the 2nd room.
Turret Assassin is now 3 balls + 1 cube + 5 turrets which make 9 props :D
Also.. enjoy our fails, i cut a lot of attempts but i kept the few funny fails lol.
Route by @Nidboj132 and myself
Full run here: youtube.com/watch?v=vQI_54OgqBM
(Best part is from 1:13 to 1:46)
Orange: Oryn
Route credit: Oryn
Yeah it's the same theory as 5+ years ago, the difference being we now have knowledge that we didn't have before, like, how to clip through walls. This map is basically PPD until you clip, and getting lucky you clip properly (Despite knowing what to do, and having practiced, it took us idk, 50+ attempts, 10ish minutes per attempts minimum). I sped up a ton of parts where it's basically me giving PPD to Nid, and me fighting the lag to push the cube inside him. (For once, my internet is a disadvantage lol). Then once oob it's the same as Lasers 3p, but with a little jump to do (that is so hard as orange because oob floor is like a magnet and lags you even more). Also no more cheated 2p for me using Packet Loss, Lasers 2p is now a thing.
I'm not gonna go in detail on how to do it, you gotta wait for the tutorial in the new LP boards because explaining exactly how PPD work with words is impossible if there is no visualisation of the hitbox itself.
Music is Munchy Monk Circus from Rhythm Heaven youtube.com/watch?v=uiLE5sZuqC8
Route: Nidboj + Me
This is one of the many possible 0 +use route in this map. This one is probably the coolest, most impressive and least annoying to watch (even if it was painful to perform, it took 3 hours, routing excluded). This run is segmented.
Autograbbing turret to avoid pressing +use. The first auto-ungrab is against a wall, the second one (after blue gets yeeted in the ceiling) is against an invisible brush, and the third one is by stucking the turret into the glass.
The ball can also be autograbbed with quantum crouch and a turret boost at the correct timing (getting the turret to damage boost at the correct time is what took 1h30, because it's basically random).
Other routes involved the same turret damage boost in the first room to autograb the cube, and activate button with it, but we couldn't keep a turret. So the routes for the 2nd room without the turret involved either a coop boost to autograb the ball, but it is extremely high (even if it is possible) very random, and also boring to watch and perform. Or, you could preserve the cube to the end, and do PPD (Player Physics Deformation), which rotates the hitbox to go through the last door. But it was basically idling for 15-20 minutes to get the correct hitbox rotation, and waiting even more time to get slowly clipped through the last door, all while not being able to see the hitbox as orange.
Route: Fridge + Oryn + Sear for the shot
Blue: Nidboj
Orange: Oryn
So we autograb the cube the intended way, then we ungrab the cube by using the fact reflector cubes get singleplayer grab physics in contact of lasers. Which cause the cube to be inside of the other player, and therefore, auto-ungrabs it.
Then we do a deepstuck super-reportal, and we place the cube to redirect the velocity. The deepstucked player gets ejected towards the ending room, and from there, he can navigates towards that specific place where no obstacles in the room block the access to the only portalable surface. By shooting at the perfect time, you can shoot through a small gap in the texture, and then it's just autograbbing the disk and you win.
Turret Walls:
Route: Oryn + Nidboj
Blue: Nidboj
Orange: Oryn
1st room is the same, for the 2nd room, we make one player hop on top of the bridge and the other player shoot a portal at the right moment to catch him. There, the player is too high for the turret to see him and he can just autograb through the dropper and hide behind the button.
Buttons:
Route: Fridge + Oryn
Blue: Nidboj
Orange: Oryn
You seamshot into the observation room, then clip oob like in Calibration AMC or Lasers 3p. There's a bunch of portalable walls oob, so you shoot the one on the floor, then super-reportal to gain enough height to shoot above the other observation room. To clip back inbounds, you do a PQR (Portal quick-reentry). Basically you enter a floor portal and as you're falling in, you shoot the entrance portal away, and you should clip inbounds. To clip through the glass, it's basically the same as how you clipped oob at the start, but sideway. And then it's just a coop boost to autograb through. It is very painful to achieve as you need the perfect height and velocity and look at the right angle, but it's possible.
Every entity in the game is in a slot. This slot has a serial number from 0 to 32767. Every time an entity is loaded in a slot, the serial number of the slot increments (usually by 1, but sometimes by more). Upon reaching 16384, the entity on the slot will have no collision with the player. More detailed information on the wiki: https://wiki.portal2.sr/Entity_Handle_Misinterpretation
This is NOT a Challenge Mode World Record. We just agreed to allow EHM for AMC/AC category in LP, hence those routes. Nothing really new though.
On Turret Walls:
You can just EHM the bridge, it will cause it to load and instantly stop, but it's similar to hit not having collision. It saves the 2 first portals easily.
On Lobby 2:
You can EHM the left part of the panel, and activate the catapult as it is already there.
On Vertical Flings:
Ok this one require maths because we need to align properly 2 different slots, which is possible thanks to some maps incrementing some slot by more than 1. (slot 2 and slot 191).
You first complete every level up to Team Retrieval. After you finished Team Retrieval, you'll have unlocked Vertical Flings, but instead go back to the hub.
Go to course 6 by EHM'ing the panel above the catapult, just like you did to reach Lobby 2 and complete every levels up to Catapult Catch. Do several resets. Don't finish the level, just go back to the Lobby. Do several resets to EHM the panel above the catapult *again*, then go in Vertical Flings. The left door and Orange should both be EHM'ed. By crouching against the door and then uncrouching, Orange can enter the door, and touch the trigger on the other side, which prevents the door from closing. If Orange wasn't EHM'ed, he would die upon touching the door.
Full route with amount of reset: pastebin.com/WKPxs2XT
Note: The values for vertical flings are from our testings. If a new EHM on a previous level is discovered, the number of resets will inevitably change, but it will still work.
WR already is 2 portals, but I wanted to showcase this glitch properly.
If you can't block the laser from hitting the recepticle, just move the recepticle away.
If you have a portal placed, and you shoot the other portal on a recepticle, aiming at the inner circle, it will bump it away. It took me 30ish tries to get 2 attempts where the recepticle to be far enough to not be hit with the aim correction of the laser in a single portal.
Found this back in early 2021 when I accidentally shot one in laser catapult, I never thought about trying it again until now.
Route: Oryn + Nidboj132
Yes it's possible to grab the easter egg companion cube :D. I knew about it for around a year but never had the will to actually attempt the clip through the wall.
Basically get cfg, put a turret in an asleep state, stand inside of it, and use another turret to interact with it, so your hitbox initiate a spin (cfg disabling gravity). Then you stand next to the door which will accelerate the spin fast enough to have a chance to clip through thick walls. Then it's just a matter of getting lucky enough to clip inside the wall (once in the wall, just have your partner block one side and you can only clip further).
Lag made dropping props so much worse but heh, it's done.
I'm also happy that we got the first instance of someone actually getting the companion cube. I'm pretty sure lots of people dreamt of it haha.
Turret Warehouse is now completed, 3 turrets + 1 cube... Nevermind it is 11 turrets + 1 cube. After having uploaded this video, while writing the description I realized I forgot the other room lol. The turrets on the conveyors being infinite, and linked to their conveyor, they can't be preserved, and being infinite is similar to duping kinda, so they don't count. And the 2 turrets in their box next to where Orange dies at the end of the video are ungrabbable even if you are inside that room. So yeah Turret Warehouse is 12 props.
You must not take the checkpoint because just in front of it there's a trigger that kills the 3 turrets from the start of the map !!
Route: Oryn
Ever since I routed mass% with Nid, I knew some level could be improved, but it took a while for me to figure how to get props through the fizzler. The camera and the turrets have the singleplayer grab physics, so they can't be preserved through fizzler like cubes and balls. But now, Maintenance is officially 7 props (2 cubes, 1 camera and 4 turrets) which beats Calibration's 6 cubes.
Because nobody wanna run this category, I'm just gonna showcase the new routes. For the old ones, check the run I did with Nid here: twitch.tv/videos/1176754167
The gel spread is really annoying, but doing the same as what I do, eventually, you can get a portal facing the fizzler, and get a super reportal out of it, and by having at least 1920 ups of velocity (it actually depends on where you're located, just go for 3500 ups, basically the maximum), your hitbox is on one side of the fizzler a tick, and on the other side the next tick without ever touching it, so the portals never fizzle. Then you just do some gel stucklaunch to get gel in the elevator room to bring the props in there. Very annoying to do because often, the gel will be there but it's not portalable, but other than that, cool route :)
I forgot to turn on fullbright for Nid's pov, and to remove the remote view in mine. Woops xD
Outside of Infiniflings, Funnel Hop and the first one of Vault Entrance, I've never seen anyone talking about any of them. They might not be the most useful ones, but still, if it helps to locate others more easily, here's a bunch more :)
If you want to find new ones go for it lol. But it's such a pain to know why some works and some other places similar don't..
And concerning EHM, it just seems to prevent pixelwalking as a whole for no reasons.
Route credits: Oryn + Nidboj
I am not gonna go too much into the details because it's very difficult to understand but basically performing EHM (Entity Handle Misinterpretation) on an entity will make it not react to the player. If you perform EHM on a prop, you can basically walk through it.
However, by performing EHM on a player, none of the collision will be changed EXCEPT that the other player can freely walk through him.
(For this glitch to work, you need to reset the map between 18000 and 20000 times, depending on the player you want to give EHM, to manipulate those entity handles, but for our sanity, and the sake of just proving the trick possible, we manually edited its value)
https://wiki.portal2.sr/Entity_Handle_Misinterpretation
Blue needs to shoot a portal on the corner of the slanted surface, in order to get the boost to the end of the map.
From 0:08 to 0:53, we are doing PPD (Player Physics Deformation). It can be achieved in several different ways, but we do the one that EHM allows us to do. Basically by having both Blue's and Orange's hitbox inside each others, they start rotating. It doesn't matter for Orange, but we rotate Blue's hitbox in order to get it stuck against the fizzler.
Once Blue's hitbox is rotated enough, orange crouch just below him, and this time instead of rotating the hitbox, as it is already stuck against the fizzler, Blue is gonna be lifted on top of Orange. By slowly sliding on top of Orange, Blue can then get below the fizzler. Orange performs the unique jump of the map to get on the platform, and both player do the boost to the other side.
EHM is required to lift Blue on top of Orange.
However, Blue is unable to do the trick of the other 1 jump route to lift Orange for some obscure reasons. (The shadow hitbox is still present, but won't collide with Orange)
youtube.com/watch?v=HoZYIZth0_k
We managed to get a unique instance of the old glitch when both Orange and Blue had EHM, but it is unsure if it is possible to get this to happen without manually editing the values.
There are still many things to do with Player EHM but we haven't pushed it too far for now. And a reminder that EHM is banned in Challenge Mode, at least in the speedrunning community (including Least Portals CM)
Sheddy - Theme of Hope (Remix): youtube.com/watch?v=ScNSF78bG6g
On my first video of Bomb Flings 2p, I showed that it was possible to get height and that's all lol. Even if the idea was there, there was no execution. So that's why I made this "update" video, also adding new stuff.
For the 1st glitched bounce, I use a visual setup. I look straight up and I place my crosshair such that the middle point is on the black area of the gel pipe, and the right point is on the brown-ish area. As the gel bomb is about to touch the floor I tap A and jump.
For me it is very consistent (less than 5 bounce to get a glitched one) and it often gets me above 400 (3rd coordinate), and around 20% of the time above 500.
To gain more height, you need to get hit by the falling gel while you are yourself falling, else the gel has a high chance of stopping your "going up" movement and you lose some progress. From the ~10 hours I've attempted this route, the timing of the falling gel is around every 3-4 gel drops and it gives between 5 and 15 units of height. That's why I advise to cancel your bounce if it's below 450, and going back to the step before.
After reaching 540 of height (might be 539 ?) you can land on top of the speaker. It has a weird collision. The part of the speaker against the wall doesn't have collision, but the part that has collision extends a bit in front of the speaker. I advise noclipping to it to get a feel for it.
Another step that could maybe help to recover from a failed attempt at the ending, even though it doesn't help making the next part any easier, is to spread gel under the speaker so there is a bigger area to bounce on. To spread the gel, you must strafe into it while it's at the same height as you. I made it look easy in the video but it is very tough to do sometimes, depending on your bounces timing.
Finally, once one that speaker, you have to time your last fall to bounce at the same time the gel falls to get another glitched boost. It IS POSSIBLE to get another glitched boost, but it's so rare, and the only time it happened, i opened shadowplay, and clicked "disable" instead of "save" (Those 2 buttons are literally next to each other). I got kind of a rhythm to do it, a bit like a metronome in my mind, that I start after the gel touches the floor, but it's just because I got used to it. I can't really explain the timing for that.
Good luck to whoever goes for it.
Once again I start the game and I find a new LP within 15 minutes.
Route by me, inspired by spliffs333 4 portals route (he is the first to have done this afaik) youtube.com/watch?v=HpZrbBxERpc
Basically if you jump at the same time a bomb of gel (the big blobs) touches the floor, you'll get a higher boost. I just had the idea of using it without redirecting the gel. It is much more difficult as you must not bonk the bomb else you lose velocity and therefore height.
Note that the height you get from those boost isn't consistent. It depends when you jump and how you collide with the bomb. An average boost would be around 450. The best i had was 551.
You can then chain 2 of these boost, the second one with a pre-strafe would allow to reach far enough to not bonk the ceiling, and then reach the fence. Alternatively, you could waste an attempt to explode one of the bomb near the ceiling so it spreads on it, and maybe try to get gel spread further on the floor.
And at the end you need to walk carefully along the metal fence. It can push you back so just landing on it is difficult.
Good luck :)
Also the audio has some part muted because I'm stupid and I forgot to go dnd in discord lol
I don't know why it is so laggy, I guess I messed up my obs settings again lol.
0:00 Fling Block
1:11 Turret Assassin
3:23 Double Bounce
4:36 Catapult Catch
steamcommunity.com/sharedfiles/filedetails/?id=2812250762
Very epic from this guy to have made this in p2 :D
Route credit goes to Krzyhau and Oryn.
Krzyhau's channel: youtube.com/channel/UCyefgpUZSjfXhlF5QZVGoUw
So to get the PPD, you wanna place the camera same as in the video, on your side of the portal (the red dot must be visible) and push it gently. Then you crouch to reset your hitbox and you stand against the camera to start rotating the hitbox (if the camera moves away when you make contact, just replace it again). And then wait for a minute for the hitbox to rotate enough.
To rotate the hitbox even more you wanna stand against the door, or if it wasn't rotated enough from the camera, in the corner of the door frame. It's gonna rotate on its own. Wait for about a minute and a few seconds. You can check how rotated your hitbox is by dropping the camera in front of you.
(Practicing with "developer 1" + "ent_bbox player" really help to understand that trick)
Last part is PPD warp, you want to place the camera not too close to the door and not too far, and jump on the camera head. If it's done correctly you should clip through the door. If you get stuck inside the door, it's game over, there is a really low chance you get unstuck. Alternatively, if you step up on the camera (or the button pedestal) the hitbox will be reset. You need to jump onto it to avoid this issue.
You can check this video to see how the hitbox behaves on the 2nd part of the level
youtube.com/watch?v=gT5kwKKW6OI
Basically you ppd until you get an angle of 20 degree (in this case -20) because before that, the door doesn't rotate your hitbox on its own, then you stand against it until you get around 60-70 degree, and you ppd warp
Achieved by Krzyhau less than 2 hours after youtube.com/watch?v=i6VrTl-Bdlc
0:00 An alternative way to clip cube through thick brushes, it is extremely precise. Outside of fizzler intro I can't really think of another place it could be used. Basically similar to Nekz's way to do it with crouch reset, but on walls instead of floor. Also the cube doesn't go further than 1 brush that's why it got stuck after 1 square.
0:20 After than Pero, Krank and Myr and basically any LP player have theorized stuff here, i was pretty much convinced it was possible, given you try enough. This is my closest attempt 3 units off. I already had some tries with more velocity but a worst angle, so it is definitely possible. It's kinda a shame it cannot be TASsed because of the way TAS strafes, but after over 25000 attempts I kinda am done with that. It's also quite easy to avoid the trigger of the panels. GL if anyone goes for it.
0:30 Alright so I think this is packet loss so it might not be useful to dig further, but despite having changed PC and ISP, it still happens from time to time. Basically I killed my momentum midair by pressing D somehow. I also can only remember this to happen in Funnel Laser and Coop Polarity (tho my memory might be wrong). It happened on a mass% run so no cheats used
0:48 I already posted this on the discord but if outside person got ideas, we never know, it's always worth it. Basically dropping the camera after landing so you bounce above the button and to the wall. It's extremely hard to get the camera in the right position fast enough, to press the button without grabbing the camera again, and to be able to reach the cube in time, you would need to hit a reportal, but after 750+ attempts, I went through the portal like 10 times, and among these, only 3 had button press, and I missed the reportal each time. Thanks to Sear's TAS, we know the best time with this route is 28.33 (RTA WR is 28.73) but maybe a slight change could make this faster.
1:00 Same as the thing on Funnel Laser, it's not the first time it happens to me, but on blue's screen (didn't save the pov :( ) the door was entirely closed yet I still went through. Maybe this could be used to trigger doors from the inside, idk. If it's possible, it would definitely save time on Lasers and Fling Block, as well as making Lasers 0 doable (assuming it only works on these kind of doors). But it'd most likely be banned as it's lag dependent. Even though Funnel Laser's wr route relies on lag :/ But smashing into a door to open it from the other side just because you lag is just stupid, not many people would enjoy competing against it.
Orange: Me
Route by Nidboj
The beginning is just a seamshot, you can just use the coordinates showed in the video, but after some time you can kinda yolo it. The goal is to shoot the portal as high as possible (without shooting on the ceiling).
Then it's just a coop boost into oob area, similar to calibration in AMC. The difference is that you need a boost past the middle room. Once you're on the other side, don't do like me, go on the invisible hole above the turrets (and not above the ending), and make sure you shoot on the same wall as I do. If you shoot on any of the 3 other walls, the game will kill you when you are gonna try to clip back inbounds. Also place the portal that is in the observation room, and make sure blue is out of it, and with the cube.
To clip inbounds, you need to throw the cube into the oob area, as you can only drop while being inbounds. Just press w and you are gonna clip through. If you are scared to die after that, you can always activate the middle room from the other side to get a checkpoint.
Ghidorah - We stole the cookies youtube.com/watch?v=NWgeBr5mdcc
So that's it. After 1 month of trying to get the wr, I gave up and Nid is still trying. So here it is. Good luck to anyone who wanna attempt it. I am way too much bad at the beginning to grab the cube to even keep attempting it.
Huge thank to zach and Nidboj for the help
Nidboj's video about Funnelless youtube.com/watch?v=nn1xO659jOM
0:00 Normal CM start
0:18 Zach's Redirect
1:33 Nidboj's Redirect
2:30 Cube Hops tips
3:52 Nidboj's Footlong
5:14 Oryn's Footlong
Full run: youtube.com/watch?v=qP2Y4FS2Yo4
Revenge of the Plushophile by Kitsune²: youtube.com/watch?v=8dKBf1KrAmU


