I've seen a few of these world record runs lately and I have to say you by far have the most controlled movement I've seen out of anyone. Muty has the most out of control it seems but he still gets it done lol
This is a fascinating speedrun, since it's this bizarre amalgamation of Half-Life and TF2 movement strats involving bhopping and rocket jumping. I love it.
strike the pose and throw the gun...away. too fast for me, guys. jokingly. (get a real job). i am marc tono from germany. i am a fan of speedruns!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
4:35 I'm surprised that waiting for the Zombie to be crushable is faster than just activating the lift. I can get it with the much faster Fiend, but on the Zombie...
I think this could be quicker. I think so because the person doing the speedrun waits about 3 to 4 seconds during the sequence showing how much time it took. And with all the time that wastes I think an 11 minute run or less could be possible.
What an absolutely insane marathon. Pretty much all the rocket jumps were impecable, even quadded ones. GJ off of the fish in e4m4 I thought was a bit to hard to try in marathons! E4m7 was a beauty, just perfect. Amazing job!
I'm going to echo Timo's question here: How come only a year ago did someone (Jukebox if he was first to notice this) realize you could just JUMP over the trigger? I understand the advancement in bunnyhopping with better understanding of air-strafing and all that stuff, but wasn't the issue with this particular trick getting enough HEIGHT to clear the trigger? (Hence the need for the zombie-push?). How on earth could he jump OVER it with one single bunnyhop? Or was the trigger very "long" and the need for the zombie-push was to get past it in length, not height? Wish someone would explain just to satisfy my curiosity. :-)
Hopefully you got an answer to this by now, but if not, what happens is that Juke lowers his FPS to 10 right in front of the trigger, and then ups his FPS back to 144(72 technically). The way collision detection for triggers work, means that at such a low framerate the game never registered the player touching the trigger, because the frametime was so big and the speed was enough to make a clear jump past it.