If you want to watch this playthrough at a higher bitrate, you can watch an alternative encode here: [ Ссылка ]
Portal done Half-Life Source is a mod created by myself, in which you are required to play through Portal 1's maps with the weaponry and movement featured in Half-Life Source. There are no portals featured anywhere throughout the game (at least, not in the form Aperture Science would define them), and you also can't pick up physics props, requiring you to solve puzzles differently and exploit many of the glitches featured in Half-Life Source's game mechanics in order to progress through test chambers. The game is designed to be playable from start to finish without any use of console commands, cheats, or save-load abuse tricks (with otherwise impossible obstacles instead resolved with breakable glass and the teleporters featured throughout Lambda Core), although it's highly recommended that you make a variety of quick saves throughout the game in case you get stuck. This video is intended to act both as a means of promoting the mod, as well as a resource to look to in case you're having trouble clearing a particular test chamber or map.
Tricks used throughout the playthrough:
- Gauss Boosting. When using the secondary fire on the Tau Cannon (otherwise known as "Gauss"), the game gives you a certain amount of recoil depending on how long you charge it up. This can be exploited to clear large gaps simply by jumping just before releasing secondary fire.
- Snark Wallclimbing. Due to the game not checking the collision space around the snark properly prior to it being thrown by the player, it is possible to throw snarks such that they get stuck in the wall as long as their centre is located outside of it. By repeatedly placing snarks beneath yourself after jumping, it is possible to scale vertical walls, which combined with gauss boosting opens up a lot more possibilities about where the player is able to explore within the confines of the level.
- Damage Boosting. Similarly to the Tau Cannon, explosive weapons will give you a certain amount of knockback based on how much damage you receive from the explosion, which can also be used for similar purposes to clear particular situations such as in chamber 05 where snarks are not necessarily useful to progression, or otherwise areas where not too much horizontal and vertical momentum is required. This does, however, provide the disadvantage of lost health and armour. The force of explosions on physics objects can also be useful for ejecting them out of pits.
- Crouch Jumping. By crouching in mid-air, it's possible to jump onto and over much higher platforms than is possible by jumping normally. While this is also true in Portal and other Source games, it's far more broken in Half-Life Source than otherwise, and is hence worth noting due to its prominence throughout the playthrough.
- GLT (Gauss Level Transition) Boosting. Due to an oversight in the way variables are stored in the game's code, charging the Tau Cannon while going through a level transition between maps will cause the player to receive an enormous horizontal boost forwards (with the exact amount depending on how long they were in the previous map). By releasing and triggering secondary fire again at specific points during the map load, one can continue to charge the Tau Cannon until they wish to receive the boost, although the full velocity of the boost will also decrease overtime as the cannon continues to be charged.
- Tripmine Abuse. Similarly to snarks, tripmines do not check for space outside of their origin point when placed on a wall, but only become solid once they've activated. By putting a tripmine on the edge of a doorframe, and moving onto a button that opens the doors before the tripmine has had time to activate, the door will get stuck in the tripmine and be unable to move, allowing the player to squeeze through the doors without having to move a cube onto the button in question.
Mod download: [ Ссылка ]
Huge thanks to ChloeDoubleBang for playtesting the mod throughout development, and for giving me feedback and further ideas throughout development. Without her input, this mod wouldn't have been able to reach the level of quality seen in the final release.
#PortalDoneHalfLifeSource #PDHLS #PortalDoneHLS
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