Difference between revisions of "Container Ride"

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{{P2_Infobox|Container Ride|Map_sp_a1_intro1.jpg|
 
{{P2_Infobox|Container Ride|Map_sp_a1_intro1.jpg|
*''File name'' sp_a1_intro1
+
*''Previous Map'' N/A
 +
*''File Name'' sp_a1_intro1
 
*''Appearance'' [[Courtesy Call]]
 
*''Appearance'' [[Courtesy Call]]
*''Difficulty'' Easy
+
*''Native to Challenge Mode'' Not by default
*''World Record'' 0:00 by Zypeh
+
*''World Record'' {{#p2sr:wr|sp:container ride}}
*''Least Portals'' 0 Portals
+
*''Least Portals'' {{#p2sr:lp|sp:container ride}}
 +
*''Next Map'' [[Portal Carousel]]
 
}}
 
}}
==Overview==
+
=Overview=
 +
'''Container Ride''' is the first map of the single player game, and the first map of the chapter [[Courtesy Call]]. The player does not have access to a portal gun, and there are over 5 minutes of unskippable cutscenes paired with less than 30 seconds of meaningful gameplay. These factors make this map simple but time-consuming to speedrun, and it is based completely on movement.
  
{{P2_Wrapper
+
=General Route=
|'''Container Ride''' is the first map in the game, and subsequently, the first map of the [[Courtesy Call]] chapter. The map is mostly a long, drawn-out cut-scene designed to teach players basic movement, and introduce the concept of portals in the same way as the first game, but with Aperture Science's new run-down aesthetic to show off.
+
When playing outside of challenge mode, speedrunners generally load a community save file that skips the first 5 minutes of cutscenes on this map. This is called [[Welcome#Vault_Save|Vault Save]].
{{P2_Video|SqVYod0wIk0|spaghetti in my ASS jump}}}}
 
  
==General Route==
+
Once the portal opens, circle jump through it and proceed to the next room as normal.
 +
==Dialogue Skip==
 +
Once you're through the door, you need to work fast to get the right dialogue sequence.
  
Be familiar with the announcers instructions, look up or down when you need to, stand in-front of, and look at the painting when needed, and tap [[+use]] on your bed after the music is done playing.
+
This method saves around 7 seconds over not getting any dialogue skips.
  
Once you're re-awoken, stand by the door so that [[Wheatley]] opens it and starts the next pseudo-cutscene. It's good practice to stand under where he goes into the ceiling, as the height of the ceiling is lower here, and you can jump quicker, for a fast response when [[Wheatley]] asks you to talk with him. After saying apple, the map is just waiting until the third slam into the wall. After the third slam, there is a small window where the player is stopped by an invisible wall. Once the wall is gone, [[circle jump]] into the room bellow, and wait for the announcer to tell you he is going to open the portal.
+
Jump on the button at the center of the room. It's good practice to linger for a moment, as a tick-perfect jump onto the button will not trigger the room changing. Not hitting this button will result in the door to the elevator room being closed for a moment after placing the Cube on the button, which prevents you from walking through it and thus getting the fast dialogue.
  
''Note: It is [[speedrunning lore]] that landing a clipboard toss into the toilet from the corner of the room gives good luck. You can find more information [[Toilet#Toilet Swoosh|here]].''
+
Place the cube onto the button quickly, then hop through the door, and get in-front of the Emancipation Grill. Then walk forward when the announcer says:
 +
''"Cube- and button-based testing remains an important tool for science, even in a dire e-'''*MER*'''-gen-cy".''
 +
You will know this has worked correctly if the announcer says this line:
 +
''"You have just passed through an Aperture Science Material Emancipation Grill, which vaporizes most Aperture Science equipment that touches it."''
  
Once the portal is opened, circle jump out of the portal, and hop along the outside of the starting room.
+
==Easier Dialogue Skip (Recommended for new players)==
===Dialogue Skip (Recommended for new players)===
+
{{P2_Video|url=https://www.youtube.com/watch?v=JZoiiowpTVI|desc=Tutorial for dialogue skips by [[Msushi]]}}
 +
If you struggle with faster dialogue option, there's an alternative way explained in a long-form tutorial suited for beginners.
  
If you struggle with faster dialogue option, there's an alternative way explained in a long-form tutorial suited for beginners
+
This method is slower, but saves about 2 seconds over not getting any dialogue skips.
This method is slower, but saves about 2 seconds over not getting fast dialogue.
 
  
After you have placed the cube on the button, move over to the door, and wait until the announcer finishes saying <code>Emergency</code> before walking through, and saving time with bet
+
After you have placed the cube on the button, move over to the door, and wait until the announcer finishes saying <code>emergency</code> before walking through.
  
You should hear
+
'''RIGHT:'''
:<code>Please note the incandescent particle field across the exit. This Aperture Science Material Emancipation Grill will vaporize any unauthorized equipment that passes through it.</code>
+
<pre style="color:green">Please note the incandescent particle field across the exit. This Aperture Science Material Emancipation Grill will vaporize any unauthorized equipment that passes through it.</pre>
rather than
+
'''WRONG:'''
:<code>If cube- and button-based testing caused this emergency, don't worry. The odds of this happening twice are very slim.</code>
+
<pre style="color:red">If cube and button-based testing caused this emergency, don't worry. The odds of this happening twice are very slim.</pre>
  
===Slightly Faster Dialogue Skip===
+
==Cheat Sheet Version==
Once you're through the door, you need to work fast to get the right dialogue sequence. Getting it is important for fast completion of this map and allows you to save around 7 seconds over letting the dialogues to get glitched and walking straight into an elevator.
+
Important tool for science, even in a dire e[mer]gency[].
 +
                                            Fast    Normal
  
Jump on the button in the [[Rounded Floor Button]] at the center of the room. It's good practice to linger for a moment, as a tick-perfect jump onto the button, will not trigger the room changing. Not hitting this button will result in the door to the elevator room being closed for a moment after placing the [[Cube]] on the button, which prevents you from walking through it and thus getting the fast dialogue.
+
=Challenge Mode Specific=
 +
{{P2_Video|url=https://www.youtube.com/watch?v=i-UotQn8VLk|desc=World Record Challenge Mode run by [[Zypeh]]}}
 +
Because the map is basic and short gameplay-wise, every small optimization matters.
  
Place the cube onto the button quickly, then hop through the door, and get in-front of the [[Emancipation Grill]]. At the end of the dialogue:
+
Be familiar with the announcer's instructions, look up or down before the buzzer, stand in-front of, and look at the painting before you're asked, and spam <code>+use</code> (E) on your bed after the music is done playing.
:<code>Cube- and button-based testing remains an important tool for science, even in a dire emergency.</code>
 
after <code>emergency</code> go through the [[Emancipation Grill]]. You will know this has worked correctly if the announcer says this dialogue line:
 
:<code>You have just passed through an Aperture Science Material Emancipation Grill, which vaporizes most Aperture Science equipment that touches it.</code>
 
 
 
==Challenge Mode Specific==
 
Because the map is basic and short gameplay-wise, every small optimization matters.
 
  
===Container Pre-Hop===
+
When you go back to bed, hold <code>+moveleft</code> (A) and <code>+back</code> (S) until Wheatley yells, so that you activate his cutscene as soon as possible. After saying apple, the map is just waiting until the third slam into the wall.
You can also save a decent chunk of time by pre-hopping before the game lets you leave the container, to land in the starting chamber as quickly as possible.
+
==Container Pre-Hop==
 +
{{P2_Video|url=https://www.youtube.com/watch?v=zSCtSXz6mRA|desc=Recording of the Pre-hop slowed down}}
 +
You can also save a decent chunk of time by pre-hopping before the game lets you leave the container, to land in the vault as quickly as possible.
  
Due to the design of the starting cutscene, the player isn't actually standing in the container that is being moved. Instead the player is physically standing in a stationary second container that is fully sealed while your camera is placed in the moving open container. This is important to understanding how the pre-hop works. Assuming you don't miss any inputs in the start of the chamber when completing the tutorial, the container will end its ride at roughly 4:52.96 at which point the players physical model is teleport from the sealed container to the open container. This teleport can been seen when slowing down demos to 2-4% normal speed.  
+
Due to the design of the starting cutscene, the player isn't actually standing in the container that is being moved. Instead the player is physically standing in a stationary second container that is fully sealed while your camera is placed in the moving open container. This is important to understanding how the pre-hop works.
  
 +
Assuming you don't miss any inputs in the relaxation chamber sequence, the container will end its ride at roughly <code>4:52.96</code>, at which point the players physical model is teleported from the sealed container to the open container. This teleport can be seen when slowing down demos to 2-4% normal speed.
  
The goal after this teleportation, is to startup a series of hops in such a way that you approach the open wall, as you are teleported into the correct container so that you carry your momentum right through the wall as soon as possible allowing you to hit the glass faster.
+
The goal here is to speedwallstrafe/bunnyhop across the left side of the container such that you are joined with your camera as soon before the moment that you would have otherwise hit the wall as possible. i.e. Speedwallstrafing/bunnyhopping so that you reach the end of the container shortly after <code>4:52.96</code>.
  
 
''Note: Doing this too quickly can soft-lock the game, Wheatley's dialogue will stop the announcer's and you will soft-lock.''
 
''Note: Doing this too quickly can soft-lock the game, Wheatley's dialogue will stop the announcer's and you will soft-lock.''
  
 
You should know if your pre-hop was successful if Wheatley and the announcer talk at the same time, and Wheatley is eventually cut off.
 
You should know if your pre-hop was successful if Wheatley and the announcer talk at the same time, and Wheatley is eventually cut off.
 
+
==Elevator Trigger==
===Elevator Trigger===
+
{{P2 Image|ContainerRideElevatorTrigger.jpg|The location of the elevator trigger}}
 
 
 
This trigger will activate the elevator. It's located right before the fizzler that you need to stop in-front of for the fast dialogue skip, so hitting this trigger, but not the fizzler quickly will save time by bringing down the elevator quicker.
 
This trigger will activate the elevator. It's located right before the fizzler that you need to stop in-front of for the fast dialogue skip, so hitting this trigger, but not the fizzler quickly will save time by bringing down the elevator quicker.
 
+
==Elevator Pre-Hop==
===Elevator Pre-Hop===
 
 
 
 
Jumping into the elevator at the end of the level is a common trick used in non-official challenge mode maps so that the elevator starts its movement down slightly faster. When the hitbox of the elevator disappears and you are able to hop through changes map by map, so making a save to test the timing is recommended.
 
Jumping into the elevator at the end of the level is a common trick used in non-official challenge mode maps so that the elevator starts its movement down slightly faster. When the hitbox of the elevator disappears and you are able to hop through changes map by map, so making a save to test the timing is recommended.
 
+
=Full Game Specific=
==Full Game Run Specific==
+
{{P2_Video|url=https://www.youtube.com/watch?v=42J-NzMNlME|desc=Example in a Single Segment run by [[Can't Even]]}}
 
+
Not so much here differs from the [[#General Route|general route]].
Not so much here differs from [[#General Route|general route]].
 
 
Consider doing faster version of fast dialogue only if you're confident with doing it.
 
Consider doing faster version of fast dialogue only if you're confident with doing it.
 
+
=Trivia=
==Trivia==
+
*Wheatley asks twice to jump, but you only need to do it the first time. After listening to some extra dialogue, the cutscene continues. This is the main reason the [https://youtu.be/i75ffJxtW_E One Hop Run] is possible.
*[[Wheatley]] asks twice to jump, but you only need to do it the first time. After listening through some extra dialogue, the cutscene continues.
+
*If you stand in front of and look at the painting before the Announcer mentions it, then after you ''stand in front of it'', you do not need to stare at the painting.
*When [[Wheatley]] waits for your answer, the game expect a <code>+jump</code> input, but not an actual jump, meaning that we can progress the cutscene without jumping (by, for instance, pressing the jump button while falling from the bed).
+
*When Wheatley waits for your answer, the game expects a <code>+jump</code> input, but not an actual jump, meaning that spamming jump in midair can save time.
*The reason for [[#Fast dialogue|fast dialogue]] being a thing is an oversight in the game's script. There are two dialogues about [[Emancipation Grill|fizzlers]], both of which activates early [[Elevator Fade]]. If the player happens to leave the test chamber while a dialogue about ''cube- and button-based testing'' is playing, the game tries to play one of fizzler dialogues right after it. However, it does that by separate script function and not by [[Dialogue Queue]]. Because of that, a ding sound, which counts as separate dialogue, is forcefully played a short while (0.1 seconds) later, interrupting the fizzler dialogue and preventing the early [[Elevator Fade]] to happen. It is possible to avoid it by waiting for both ''cube- and button-based testing'' dialogues to end and then leaving the chamber, or interrupting the [[Dialogue Queue]] in a short break between these dialogues (0.5 seconds) with one of fizzler dialogues.
+
*The reason for [[#Dialogue Skip|fast dialogue]] being a thing is an oversight in the game's script. There are two dialogues about fizzlers, both of which activates early Elevator Fade. If the player happens to leave the test chamber while a dialogue about ''cube and button-based testing'' is playing, the game tries to play one of the fizzler dialogues right after it. However, it does that by separate script function and not by [[Dialogue Queue]]. Because of that, a ding sound, which counts as separate dialogue, is forcibly played a short while (0.1 seconds) later, interrupting the fizzler dialogue and preventing the early Elevator Fade from happening. It is possible to avoid it by waiting for both ''cube and button-based testing'' dialogues to end and then leaving the chamber, or interrupting the Dialogue Queue in a short break between these dialogues (0.5 seconds) with one of the fizzler dialogues.
 
 
 
[[Category:Maps]]
 
[[Category:Maps]]
 
[[Category:Singleplayer Maps]]
 
[[Category:Singleplayer Maps]]
 +
[[Category:Courtesy Call]]

Latest revision as of 15:28, 27 October 2022

Map sp a1 intro1.jpg

Container Ride
  • Previous Map N/A
  • File Name sp_a1_intro1
  • Appearance Courtesy Call
  • Native to Challenge Mode Not by default
  • World Record loading...
  • Least Portals loading...
  • Next Map Portal Carousel

Overview

Container Ride is the first map of the single player game, and the first map of the chapter Courtesy Call. The player does not have access to a portal gun, and there are over 5 minutes of unskippable cutscenes paired with less than 30 seconds of meaningful gameplay. These factors make this map simple but time-consuming to speedrun, and it is based completely on movement.

General Route

When playing outside of challenge mode, speedrunners generally load a community save file that skips the first 5 minutes of cutscenes on this map. This is called Vault Save.

Once the portal opens, circle jump through it and proceed to the next room as normal.

Dialogue Skip

Once you're through the door, you need to work fast to get the right dialogue sequence.

This method saves around 7 seconds over not getting any dialogue skips.

Jump on the button at the center of the room. It's good practice to linger for a moment, as a tick-perfect jump onto the button will not trigger the room changing. Not hitting this button will result in the door to the elevator room being closed for a moment after placing the Cube on the button, which prevents you from walking through it and thus getting the fast dialogue.

Place the cube onto the button quickly, then hop through the door, and get in-front of the Emancipation Grill. Then walk forward when the announcer says:

"Cube- and button-based testing remains an important tool for science, even in a dire e-*MER*-gen-cy".

You will know this has worked correctly if the announcer says this line:

"You have just passed through an Aperture Science Material Emancipation Grill, which vaporizes most Aperture Science equipment that touches it."

Easier Dialogue Skip (Recommended for new players)

Tutorial for dialogue skips by Msushi

If you struggle with faster dialogue option, there's an alternative way explained in a long-form tutorial suited for beginners.

This method is slower, but saves about 2 seconds over not getting any dialogue skips.

After you have placed the cube on the button, move over to the door, and wait until the announcer finishes saying emergency before walking through.

RIGHT:

Please note the incandescent particle field across the exit. This Aperture Science Material Emancipation Grill will vaporize any unauthorized equipment that passes through it.

WRONG:

If cube and button-based testing caused this emergency, don't worry. The odds of this happening twice are very slim.

Cheat Sheet Version

Important tool for science, even in a dire e[mer]gency[].
                                            Fast    Normal

Challenge Mode Specific

World Record Challenge Mode run by Zypeh

Because the map is basic and short gameplay-wise, every small optimization matters.

Be familiar with the announcer's instructions, look up or down before the buzzer, stand in-front of, and look at the painting before you're asked, and spam +use (E) on your bed after the music is done playing.

When you go back to bed, hold +moveleft (A) and +back (S) until Wheatley yells, so that you activate his cutscene as soon as possible. After saying apple, the map is just waiting until the third slam into the wall.

Container Pre-Hop

Recording of the Pre-hop slowed down

You can also save a decent chunk of time by pre-hopping before the game lets you leave the container, to land in the vault as quickly as possible.

Due to the design of the starting cutscene, the player isn't actually standing in the container that is being moved. Instead the player is physically standing in a stationary second container that is fully sealed while your camera is placed in the moving open container. This is important to understanding how the pre-hop works.

Assuming you don't miss any inputs in the relaxation chamber sequence, the container will end its ride at roughly 4:52.96, at which point the players physical model is teleported from the sealed container to the open container. This teleport can be seen when slowing down demos to 2-4% normal speed.

The goal here is to speedwallstrafe/bunnyhop across the left side of the container such that you are joined with your camera as soon before the moment that you would have otherwise hit the wall as possible. i.e. Speedwallstrafing/bunnyhopping so that you reach the end of the container shortly after 4:52.96.

Note: Doing this too quickly can soft-lock the game, Wheatley's dialogue will stop the announcer's and you will soft-lock.

You should know if your pre-hop was successful if Wheatley and the announcer talk at the same time, and Wheatley is eventually cut off.

Elevator Trigger

ContainerRideElevatorTrigger.jpg The location of the elevator trigger

This trigger will activate the elevator. It's located right before the fizzler that you need to stop in-front of for the fast dialogue skip, so hitting this trigger, but not the fizzler quickly will save time by bringing down the elevator quicker.

Elevator Pre-Hop

Jumping into the elevator at the end of the level is a common trick used in non-official challenge mode maps so that the elevator starts its movement down slightly faster. When the hitbox of the elevator disappears and you are able to hop through changes map by map, so making a save to test the timing is recommended.

Full Game Specific

Example in a Single Segment run by Can't Even

Not so much here differs from the general route. Consider doing faster version of fast dialogue only if you're confident with doing it.

Trivia

  • Wheatley asks twice to jump, but you only need to do it the first time. After listening to some extra dialogue, the cutscene continues. This is the main reason the One Hop Run is possible.
  • If you stand in front of and look at the painting before the Announcer mentions it, then after you stand in front of it, you do not need to stare at the painting.
  • When Wheatley waits for your answer, the game expects a +jump input, but not an actual jump, meaning that spamming jump in midair can save time.
  • The reason for fast dialogue being a thing is an oversight in the game's script. There are two dialogues about fizzlers, both of which activates early Elevator Fade. If the player happens to leave the test chamber while a dialogue about cube and button-based testing is playing, the game tries to play one of the fizzler dialogues right after it. However, it does that by separate script function and not by Dialogue Queue. Because of that, a ding sound, which counts as separate dialogue, is forcibly played a short while (0.1 seconds) later, interrupting the fizzler dialogue and preventing the early Elevator Fade from happening. It is possible to avoid it by waiting for both cube and button-based testing dialogues to end and then leaving the chamber, or interrupting the Dialogue Queue in a short break between these dialogues (0.5 seconds) with one of the fizzler dialogues.