Difference between revisions of "Portal Gun"
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===Pre-Fall=== | ===Pre-Fall=== | ||
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What is traditionally understood as being the fastest start is, in the elevator room, doing a hybrid of stairhops and a wallrun. The stairhops help you to hit the trigger (roughly halfway up the stairs) that opens the door quicker faster. But doing full stairhops gives you too much speed as the door is relatively slow to open. So transitioning into a wallrun after two-three stairhops can slow you down, while not killing all your speed. Hopping off the stairs before you reach the top and going through the door, hopping underneath the lip of the door gives you good speed for the first room. You use this speed, and one additional hop, aimed towards the right, to land near the end of the hallway and as close to the front of the second door as you can manage. Your goal is to quickly circle jump under this second door in much the same way as you did the first, but this time, curve your momentum leftward. Your goal is to clear the wall on your left and land so that you can quickly re-direct your next and final hop of this section onto the surface with the dummy portal gun. | What is traditionally understood as being the fastest start is, in the elevator room, doing a hybrid of stairhops and a wallrun. The stairhops help you to hit the trigger (roughly halfway up the stairs) that opens the door quicker faster. But doing full stairhops gives you too much speed as the door is relatively slow to open. So transitioning into a wallrun after two-three stairhops can slow you down, while not killing all your speed. Hopping off the stairs before you reach the top and going through the door, hopping underneath the lip of the door gives you good speed for the first room. You use this speed, and one additional hop, aimed towards the right, to land near the end of the hallway and as close to the front of the second door as you can manage. Your goal is to quickly circle jump under this second door in much the same way as you did the first, but this time, curve your momentum leftward. Your goal is to clear the wall on your left and land so that you can quickly re-direct your next and final hop of this section onto the surface with the dummy portal gun. | ||
− | When you landing on the dummy platform is a good way to benchmark how good of a start your run has. Top runners aim for low 10 seconds, with world record almost being 10 seconds flat. | + | When you landing on the dummy platform is a good way to benchmark how good of a start your run has. Top runners aim for low 10 seconds, with world record almost being 10 seconds flat. |
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===The Fall=== | ===The Fall=== |
Revision as of 12:53, 11 October 2020
- File name sp_a1_intro3
- Appearance Courtesy Call
- Difficulty Easy
- World Record 23.48 by Zypeh
- Least Portals 0 Portals
Contents
Overview
Portal Gun is a throwback to Chamber 02 from the original Portal game. The test chamber has decayed significantly, and what was once the platform that you received your first Portal Gun on, is now a proper death trap, leading you into a previously unexplored section of Aperture Science.
General Route
Speed-runs of this map are centered almost entirely around movement. Having a good circle jump at the start of the map, and good bunny hopping throughout is crucial to completing this chamber quickly. It's easiest to learn the hopping pattern of this map by watching others, and trying things to see how they work. The main three tricks used on Portal Gun that aren't considered intended are as follows.
- Strafing into a specific part of the floor after starting the fall in such a way that you get a large momentum boost. You want to land near the tilted panel, but not so close that you hit it (It will make you ricochet off into the corner).
- Tapping +use on the Portal Gun from the floor to the left of the staircase the Portal Gun lies on.
- Shooting a portal into the room to the right of the first orange portal you leave after getting your Portal Gun.
Challenge Mode Specific
The Challenge Mode route for Portal Gun doesn't differ at all from the general strategy. Good times are dependent on all three of the aforementioned tricks you can perform in the map. Getting a good time in Challenge Mode is very reliant on good movement, and the best way to improve your movement is practice, and reference. The iVerb Challenge Mode Leaderboards have demos and videos from all the top runners, and this is one of the best way to learn how to improve your time on Portal Gun.
Pre-Fall
VIDEO DESCRIPTION GOES HERE
What is traditionally understood as being the fastest start is, in the elevator room, doing a hybrid of stairhops and a wallrun. The stairhops help you to hit the trigger (roughly halfway up the stairs) that opens the door quicker faster. But doing full stairhops gives you too much speed as the door is relatively slow to open. So transitioning into a wallrun after two-three stairhops can slow you down, while not killing all your speed. Hopping off the stairs before you reach the top and going through the door, hopping underneath the lip of the door gives you good speed for the first room. You use this speed, and one additional hop, aimed towards the right, to land near the end of the hallway and as close to the front of the second door as you can manage. Your goal is to quickly circle jump under this second door in much the same way as you did the first, but this time, curve your momentum leftward. Your goal is to clear the wall on your left and land so that you can quickly re-direct your next and final hop of this section onto the surface with the dummy portal gun.
When you landing on the dummy platform is a good way to benchmark how good of a start your run has. Top runners aim for low 10 seconds, with world record almost being 10 seconds flat.
The Fall
Practicing the strafe for the fall is crucial to having a good run. Rex's practice map is a great way to learn and practice this part of the map, and the subsequent parts of the map leading up to the office. You want to gain speed with air strafes while falling and end your fall with a considerable amount of speed not only at the correct position, but in the correct direction. Runners normally achieve this by first strafing to the left after they begin falling. From there, they curve around, back to the right, and towards the correct floor position.
After you land, ideally you want to do three hops from where you land, to being through the portal, after grabbing the gun. It's a quick sequence that takes a lot of practice. Particularly learning to grab the gun, then quickly shooting a portal onto the wall to go through. Watch back your failed attempts to try and get an understanding as to why you aren't going through the portal correctly. Common issues include shooting too far left or right, or shooting too far up or down. A good run will have you land in a good position to shoot a portal down the hallway in order for you to progress with the chamber. If you have a fantastic boost, and a very solid three hop, it's entirely possible you might start holding s to not travel too far through the portal. This is done in the world record.
Shooting the shot into offices up the hallway quickly takes a lot of practice, and is also something you can practice with Rex's practice map. Playing on lower graphical settings can make seeing up the hallway slightly easier.
include graphical settings
Offices
Ending
The only important thing to note about the ending is to shoot the portals quickly, and try not hop through the ending door as it opens, rather than pushing against it, and circlejumping after it opens. It's a small time-save to be circlejumping as it opens.
Full Game Run Specific
The more advanced dialogue skip
This skip requires you to be much faster, and has a less generous 0.3 seconds of post delay.
"Also, are you alive? That's important, should have asked that first." Jump from the edge as he's saying "first"