Yeah, that's a long title. Also this is more a PoC (Proof of Concept) than a run because I intentionally used longer Valve-intended routes (for example, I waited for the moving platform in Testchamber 19, and etc. - many examples in different chambers). This PoC contains no jump starts (+jump) at all. It also doesn't contain any jump ends (-jump), but that's not the point. I wanted to prove that the whole game can be completed without jumping, and even using the intended routes, except two or three places.
Done in 21 segments.
Sorry for a tiny desync and for bad changelevel transitions (I've experimented with these a bit and it didn't turn out all right).
[Warning: spoiler]
About the beginning of Testchamber 17:
This is a glitch that I've never seen before (perhaps a new one?). Basically if you try to push yourself into a turret (prop_physics with a turret model), you can get yourself inside it. Then you grab the turret and drop it, that makes the physics engine realize that you're inside and start to push you out, constantly building up your speed (you can watch vel in cl_showpos). Then, when the turret moves a little bit up to the point when you are not inside it anymore, you are launched into the air with the speed that you built up. The direction that you're launched into is determined by where you 'exit' the turret model.
Other glitches used:
- Edge Glitch
- Peek-a-Portal
You can read about these and other glitches on our wiki at [ Ссылка ]
No hacks, cheats, trainers, scripts or whatever were used. The latest Steam version of the game, unpacked to prevent demos breaking in case of an update, was used. By the way, that's why you see the radio update ending and no radios.
Thanks to CBenni for helping me with routing. :P
Fun fact: on my computer the video is 27:33.
![](https://i.ytimg.com/vi/bQb7mF1d5Vk/maxresdefault.jpg)