Difference between revisions of "Container Ride"
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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 <code>+use</code> on your bed after the music is done playing. | 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 <code>+use</code> on your bed after the music is done playing. | ||
− | 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, | + | 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. |
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Once the portal is opened, circle jump out of the portal, and hop along the outside of the starting room. | Once the portal is opened, circle jump out of the portal, and hop along the outside of the starting room. | ||
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:<code>If cube- and button-based testing caused this emergency, don't worry. The odds of this happening twice are very slim.</code> | :<code>If cube- and button-based testing caused this emergency, don't worry. The odds of this happening twice are very slim.</code> | ||
</div>{{P2_Video|JZoiiowpTVI|Tutorial for dialogue skips by Msushi}}}} | </div>{{P2_Video|JZoiiowpTVI|Tutorial for dialogue skips by Msushi}}}} | ||
+ | |||
===Slightly Faster Dialogue Skip=== | ===Slightly Faster Dialogue Skip=== | ||
+ | {{P2_Wrapper|<div> | ||
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. | 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. | ||
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after <code>emergency</code> go through the Emancipation Grill. You will know this has worked correctly if the announcer says this dialogue line: | 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> | :<code>You have just passed through an Aperture Science Material Emancipation Grill, which vaporizes most Aperture Science equipment that touches it.</code> | ||
+ | </div>{{P2_Video|i-UotQn8VLk|World Record Challenge Mode Run by [[Zypeh]]}}}} | ||
==Challenge Mode Specific== | ==Challenge Mode Specific== | ||
+ | |||
Because the map is basic and short gameplay-wise, every small optimization matters. | Because the map is basic and short gameplay-wise, every small optimization matters. | ||
===Container Pre-Hop=== | ===Container Pre-Hop=== | ||
+ | {{P2_Wrapper|<div> | ||
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. | 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. | ||
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 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. | ||
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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 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. | ||
+ | </div>{{P2_Video|zSCtSXz6mRA|Recording of the Pre-hop slowed down}}}} | ||
''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.'' | ||
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==Full Game Run Specific== | ==Full Game Run Specific== | ||
− | + | {{P2_Wrapper|<div> | |
Not so much here differs from [[#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 through some extra dialogue, the cutscene continues. |
− | *When | + | *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). |
− | *The reason for [[#Fast dialogue|fast dialogue]] being a thing is an oversight in the game's script. There are two dialogues about | + | *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. |
− | + | </div>{{P2_Video|42J-NzMNlME|Example of Container Ride during a Single Segment Run by [[Can't Even]]}}}} | |
[[Category:Maps]] | [[Category:Maps]] | ||
[[Category:Singleplayer Maps]] | [[Category:Singleplayer Maps]] |
Revision as of 12:58, 10 October 2020
- File name sp_a1_intro1
- Appearance Courtesy Call
- Difficulty Easy
- World Record 0:00 by Zypeh
- Least Portals 0 Portals
Contents
Overview
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.
General Route
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.
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.
Once the portal is opened, circle jump out of the portal, and hop along the outside of the starting room.
Dialogue Skip (Recommended for new players)
Slightly Faster Dialogue Skip
Challenge Mode Specific
Because the map is basic and short gameplay-wise, every small optimization matters.
Container Pre-Hop
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
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.