SuperAiderton
Finale 3 in 3 Portals | NEW SEGMENTED WORLD RECORD
updated
When you boot Spplice, select 'Randomized Testing Initiative'.
These maps were solved live.
Leaderboard: speedrun.com/Spplice_Mods?h=no-skip-random-workshop-maps-2h-2-hours&x=xd1nyyz2-68kw5v48.lmozj2j1
This is a segmented run of the Portal 2 mod 'Dilapidation' in 13 portals (inbounds, no SLA). This mod was previously routed in 30 portals in 2021.
Demos: https://1drv.ms/u/s!Auw1-YexPJWysaU_4JZtO_QZR1ycQQ?e=V6RgGf
The Mod was made by LoneWolf2056.
Mod download: moddb.com/mods/dilapidation
Or you can download the maps from the workshop: steamcommunity.com/workshop/filedetails/?id=101728847
0:00 Part 0 - 2 portals
3:11 Part 1 - 0 portals
5:27 Part 2 - 5 portals
11:10 Part 3 - 0 portals
16:05 Part 4 - 0 portals
18:53 Part 5 - 4 portals
21:14 Part 6 - 2 portals
Thanks to Rubix for pointing out that in Part 2 you can jam a cube in the exit door to get through it. This led to 2 portals being saved.
Thanks to Black_Semka for finding an fspb route in Part 6 to fly through the door before it closes, saving 1 portal.
Also, thanks to Black_Semka for finding more efficient ways to initialise PPD in Parts 2 and 6, saving some time.
Thumbnail by cube momentum dude
sp_a3_vactube_flings
Timestamps below.
The run was completed on 19th October 2024.
It is known to be technically possible for a human to complete the game in fewer portals (the current count is 51, which will hopefully be lowered in the future).
For the run, I decided not to use pause abuse, only to use 2 decimal places for coordinates (as provided by cl_showpos), not to use anything in Steam Input (controller settings), and only to use sensitivities that are possible via the slider in 'Options'.
This meant that Cave Johnson 4 portals was not viable, so I instead did Future Starter 2 portals, which took a while.
Demos: https://1drv.ms/u/s!Auw1-YexPJWysIlw7ivfGnd8pkJsDA?e=ZlYYs2
Twitch VOD: twitch.tv/videos/2280613546
0:08 Container Ride - 0 portals
6:04 Portal Carousel - 0 portals
6:51 Portal Gun - 0 portals
8:01 Smooth Jazz - 0 portals
12:52 Cube Momentum - 1 portal
19:50 Future Starter - 2 portals
1:49:09 Secret Panel - 0 portals
1:51:15 Wakeup - 0 portals
1:54:13 Incinerator - 0 portals
1:57:12 Laser Intro - 0 portals
1:58:47 Laser Stairs - 2 portals
1:59:32 Dual Lasers - 2 portals
2:00:27 Laser Over Goo - 0 portals
2:01:15 Catapult Intro - 0 portals
2:02:03 Trust Fling - 2 portals
2:03:13 Pit Flings - 0 portals
2:04:24 Fizzler Intro - 0 portals
2:08:01 Ceiling Catapult - 2 portals
2:13:20 Ricochet - 2 portals
2:14:16 Bridge Intro - 2 portals
2:20:59 Bridge the Gap - 2 portals
2:22:44 Turret Intro - 0 portals
2:23:41 Laser Relays - 0 portals
2:25:49 Turret Blocker - 0 portals
2:26:35 Laser vs Turret - 0 portals
2:27:51 Pull the Rug - 0 portals
3:10:43 Column Blocker - 0 portals
3:16:50 Laser Chaining - 0 portals
3:46:04 Triple Laser - 0 portals
3:46:56 Jail Break - 2 portals
3:47:55 Escape - 0 portals
3:49:13 Turret Factory - 5 portals
3:53:30 Turret Sabotage - 4 portals
3:57:21 Neurotoxin Sabotage - 2 portals
4:01:59 Tube Ride - 0 portals
4:02:52 Core - 2 portals
4:06:59 Long Fall - 0 portals
4:08:18 Underground - 2 portals
4:43:33 Cave Johnson - 5 portals
4:45:53 Repulsion Intro - 0 portals
4:49:56 Bomb Flings - 3 portals
4:53:21 Crazy Box - 0 portals
5:16:11 PotatOS - 5 portals
5:17:54 Propulsion Intro - 2 portals
5:19:01 Propulsion Flings - 0 portals
5:36:46 Conversion Intro - 9 portals
5:57:04 Three Gels - 4 portals
6:02:41 Test - 2 portals
6:16:04 Funnel Intro - 0 portals
6:21:17 Ceiling Button - 0 portals
6:22:22 Wall Button - 0 portals
6:23:29 Polarity - 0 portals
6:24:00 Funnel Catch - 0 portals
6:25:32 Stop the Box - 0 portals
6:26:36 Laser Catapult - 0 portals
6:27:32 Laser Platform - 0 portals
6:36:22 Propulsion Catch - 0 portals
6:37:24 Repulsion Polarity - 0 portals
6:38:18 Finale 1 - 0 portals
6:39:54 Finale 2 - 0 portals
6:41:15 Finale 3 - 2 portals
6:43:21 Finale 4 - 3 portals
Demo: https://1drv.ms/u/s!Auw1-YexPJWyr7Joy509ZX5x5X1QrA?e=Jkvn0o
Full 9.5-hour run: youtu.be/uRJaRF34L4E
The previous world record was 9 portals: youtu.be/XtMVyi55eTI
The reason I need PPD is to get the piston to push me over the invisible wall at 9:02 (I do the same thing at 4:16, but this one is just to help make the route easier).
0:32 Place this portal at about -150 degrees, and in a similar position to the one in this video
0:46 Get at least -0.025 degrees of PPD like this (it is inconsistent, and works slightly differently each time you restart)
0:51 Do this enough that you pass -4 degrees of PPD
1:22 This is a death test: If it kills you, then you did not have the required PPD. If you survive, then you have PPD, so continue with the route 🙂
3:12 Get PPD here for at least 1 min 40 secs, to pass -25 degrees of PPD
3:38 Stand here at y = 912.0. If you wait for any amount of time over 10 mins, you will end up with an amount of PPD close to -175 degrees
7:52 Stand at position 1480 -240.01 and shoot a portal at angle -49.6 0.00004
11:43 Shoot this portal at about 125 degrees
Thanks to j_p_smith for creating a practice map for the long pipe climb in the elevator shaft. The map can be downloaded here: https://1drv.ms/u/s!ArsWt_lq05oj0YNc5n_-AgnyoZP7rw
Demo: https://1drv.ms/u/s!Auw1-YexPJWyr65jjxQAsSZDPvruQw?e=fGsjC7
Demo: https://1drv.ms/u/s!Auw1-YexPJWyr5EYKv3v-AKcdWBu5A?e=nMcfbj
Demos: https://1drv.ms/u/s!Auw1-YexPJWyrvgT6qrkcaw8w-tBMA?e=9qTw02
Map: sp_a2_tbeam_flings
Thanks to NeKz for pointing out that there is a crouched-size vent linking two rooms near the end of the map.
Demos: https://1drv.ms/u/s!Auw1-YexPJWyrvJyLTPN5dgeNS4wNA?e=BhrqZW
Map: sp_a1_final_test
Demos: https://1drv.ms/u/s!Auw1-YexPJWyruVWYJT92va17A2kVg?e=OLzbCs
Yes, I got one more cube than I ended up using.
Map: sp_a2_end
Demos: https://1drv.ms/u/s!Auw1-YexPJWyruUOuKIrr4yO-R5LfA?e=6mI3hS
Map: sp_a2_double_fling
The exit elevator is visually bugged because I'm recording a demo.
Map: sp_a3_vactube_flings
Map: sp_a2_playground
This route has been adapted and completed single segment: youtu.be/xlzEuZgfdOc
This is a route for Challenge Mode Finale 4 skip (in Challenge Mode, you cannot preserve fly glitch from the previous level).
Demos: https://1drv.ms/u/s!Auw1-YexPJWyruFFxRzEgPKwItA3nw?e=8Xw41B
This is a segmented run with no SLA. To preserve PPD between segments, the command "sar_vphys_setangle player [angle]" was used on load. The amount of PPD at the end of each segment is included in the demo name.
Thanks to rudko for helping me realise that the jump at the end can trigger the flags even if the demo doesn’t seem to reach the required coordinates. My guess is that this is because the player keeps travelling towards the flags for a brief moment after the explosion occurs.
This is the first ever completion of Trust Fling in 0 portals (Portal 2 Challenge Mode).
In November 2022, Nidboj132 demonstrated using a simulation that it is possible for the turret to slam into the scripted momentum trigger and be launched to the player. Recent simulations by j_p_smith showed that the probability of this occurring is around 1/30000.
Demo: https://1drv.ms/u/s!Auw1-YexPJWyrt06njMmcEjTagGbyg?e=XaE4uw
Full 3-hour run: youtu.be/yEdex3DQbcA
BEFORE CATCHING THE TURRET:
To launch vertically off the first diagonal panel, I use a lineup found by Black_Semka: I position myself next to the third faith plate at an x-coordinate of around -526, look towards the faith plate at around -90 degrees, then jump and move forwards. (This setup is quite lenient, as it works when landing on the faith plate within about 0.6 units of -526. Some have also claimed to be able to get the vertical launch consistently without a lineup by strafing a certain amount between the third faith plate and the diagonal panel.) When I reach the first diagonal panel, I spam jump and then strafe towards the lower end of the second diagonal panel to trigger the scripted momentum.
AFTER CATCHING THE TURRET:
Once I have a turret, I lay it down and jump on its head until my hitbox receives a small amount of negative rotation (a glitch known as reverse PPD). I know I have the required rotation (≥ 0.02°) if I get launched away from the turret a little (sometimes sideways, or in this case, upwards). If you are unsure whether this rotation has occurred, you can continue with the route and return to this step if you don’t have noticeable rotation by the end.
Next, I lean against the black door frame, decrease my y-coordinate to somewhere just over 1325.6, zoom in to aim at a horizontal angle of around -179.9, then hold the forwards key until I begin to move forwards. I repeat this at least 15 times to ensure that I have enough rotation (≥ 0.1°) for the next step to work consistently.
I then perform this one last time, except that after I begin to move forwards, I keep my view angle constant and walk sufficiently far backwards and forwards that I increase my rotation each time that I pass the door frame. I walk back and forth at least 60 times (60 backwards and 60 forwards), to ensure that I have enough rotation (≥ 2°) for the next step to work consistently. If you prefer to be safer by walking less far forwards each time, it will take more than 60 repetitions to get the required rotation.
Still keeping my view angle constant, I walk forwards until I am slightly past the door frame, and then stand still for around 83 seconds to ensure that I have enough rotation (≥ 20.5°) for the next step to work consistently.
I then lean against one half of the door (not the middle of the door, as this causes a different rotation speed) for around 87 seconds. I now have between 55° and 70° of rotation, which is optimal for clipping through the door. Having less than this increases the risk of getting stuck inside the door during the clip, which may cause a softlock.
To perform the clip through the door, I first lay down the turret and then position its head near the centre of one half of the door. I then lean against the other half of the door, being careful not to step up onto any part of the turret as this could cause me to lose all my rotation. I don’t wait here for too long, as being close to the door is increasing my rotation. I jump (not step) onto the head of the turret, which causes me to clip through the door.
At 1:03, as I pass through a portal I clip inside a cube. This gives me a small amount of negative PPD, so that I can later use the exit door to gain more negative PPD.
This is a segmented run with no SLA. To preserve PPD between segments, the command "sar_vphys_setangle player [angle]" was used on load. The amount of PPD at the end of each segment is included in the demo name.


