Released in November 1998, Half-Life used a heavily modified Quake engine to create a very immersive 3D FPS experience. Gordon Freeman heads to work at the Black Mesa research facility for what should be a normal day, but an experiment goes horribly wrong and a portal to another world opens.
Timing note: A penalty of half a second is added to the time for each demo recorded beyond the first. This is because the engine cuts out around 0.2 seconds on the start of every new demo, and to discourage using a large number of demos.
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Hard mode with scripts 0:31:00 by Blake Piepho, done in 180 segments appended to one file. External audio commentary is available in a .mp3 file. German subtitles are available in a .ass file.
Author's comments:
This is my first and only segmented Half-Life speedrun. I had the idea for this in year 2000, started working on it in 2003, and completed it in October 2006.
This run was done through many small segments in aim of achieving a high level of perfection. The final time from start to the death blow on Nihilanth is 29:41.
I have to give a big thanks to people that made a segmented Half-Life run before me, these people are Radon (-think.circle-), Dopefish, and RandomEngy. I'd also like to thank RandomEngy for capturing the video and his video editing support.
I hope you enjoyed it. Feel free to link and tell your friends about it.
Single-segment with HLSP Bunny 1:00:33 by Blake Piepho. Demo was captured to avi and compressed to a 320x240 and 640x480 version. The original demo file is available as well, but will only play in Half-Life v1.1.2.0.
Author's comments:
This run was quite an endeavor which turned out to be much harder than I had first anticipated. When it was all said and done I had spent roughly 4-5 hours a day for 3 weeks working on this. I am very satisfied with the completed result.
I think this run went a bit faster than my average run attempt. There were some delays which I rarely did but also some extra shortcuts which I rarely did in my many failed attempts.
I had really rough start health wise in this run, but recovered mostly by the part where you get mugged. At the start of "We've Got Hostiles" I had only had 13 armor which was very low for this point, typically I would have around 40 armor which was very consistent, and thus the run was flukishly low on armor at this point. After armoring up, shortly after blasting 3-arms I only had 82 armor; which was very rare, I had 100 armor at this point on virtually every other run attempt, but this was still ok, it was in the events to come that I would almost doom myself. In the electric water part I had the map load right when I landed in the water, this makes you lose an extra 22 armor. At about 18:50 my computer started chunking massively causing me run onto the electric rail and get hit my alien slave, the demo is also chunky at this point. Fortunately it only lasted for about 10 seconds. At 19:20 I only had 35 armor after using the armor dispenser, normally I would have 90-100 armor at this point. At 19:44 I hit a trip mine, only the second time I ever hit a trip mine in my many attempts. This took me down to 40|0 which is extremely low health for this point and I was considering restarting the run for I had little hope to make it through the next parts, but I decided to continue.
At 22:55 I decided to take a small detour to get an extra 10 armor (which turned out to only be an extra 5 because of the water worms) because I never been at this low on armor before and wanted to play it safe. This is something I regret doing now. I would go on to finish the rest of the level strong, only taking 1 alien slave hit and no hits from the spies, salvaging my yearly misfortunes, and finishing up apprehension with 79 armor.
At 28:20 I had an unusual mistake in falling off the conveyor belt but it was only about a 12 second delay. At 29:47 I snuck up on a guard and grabbed him before he could see me, otherwise you have wait for him to finish a long speech for you have grab him. At 30:35 I lost 40 armor to my own grenade launcher shot, which is somewhat BS and sucks a lot. I made this up by doing the rest of questionable ethics quite nicely; this was one of my best jobs on this level. In the 34:00-34:50 part I hid from the helicopter a lot because if you're out in the open when it's out it will do insane damage to you.
I am very happy with the way everything went up to 41:00; I barely missed an air boost jump here that ended up costing me 15 seconds. At 42:15, since I had so much armor and still 1 more trip mine, both of which I didn't normally have, I was able to do a small shortcut which I very rarely got to do. At 43:50 since I had so much armor still, I decided to let some of the head crabs damage it while I had some free health you use. At 44:45 I went to the room with head crabs to get rid of my armor for a grenade jump coming up. The amount of boost you get from an explosive it proportional to the health you lose, so armor will make you lose much less health and thus much less boost. I accidentally took a little too much damage from the head crabs so I had to take a small detour to get more health.
Everything went pretty nicely up until 52:40, at which point Gonarch went insane and demanding that I do an insane amount of damage to him before he would continue. But I managed to salvage the situation losing little armor and only cells. At 55:40 I had a very high amount of armor so I didn't have to take a 30 second detour to get more. Everything went very well up to 57:50, which is important because the part starting at 57:50 is by far and away the hardest part in the game to go fast through. Here I go all out using the egon weapon wildly; doing anything I can to prevent damage. At 58:12, since I still had 74 armor, I decided to mulch through the rest of level, which is what I ideally had planned to do, but 74 armor is a luxury you can't count on. I made it to Nihilanth with 26 armor, which would mean only a large blast from Nihilanth himself would kill me. I am very pleased with the way Nihilanth went, the only thing that really could have been much faster would have been dropping down and going for the kill sooner, before his head opened up, but I didn't want to take this risk.
Overall I'm quite satisfied with the final result, and don't plan on doing anymore HL marathon runs. However, I still have plans to do a segmented run, teaming up with some other HL runners. Stay tuned for when this run hits the shelves, I'm expecting a time between 38 and 39 minutes!
Hazard Course in 0:03:10 by Blake Piepho. Demo was captured to avi and compressed to a 320x240 and 1024x768 version. The original demo file is available as well, but will only play in Half-Life v1.1.2.0.
Author's comments:
Hazard Course with HLSP Bunny and scripts in 0:02:45 by Albin Sigby and Daniel Babik, done in 8 segments appended to one file.
Author's comments:
Total: 2,42,26
Segment 1 (map: t0a0) - 21,48s by rayvex:
Nothing special except for the wierd bug that keeps the door open if you time it right (you can hear the head banging 2-3 times against the door). This is necessary for the next part as we can go back to the first room which provides enough space for proper circlejump to gain speed.
Segment 2 (map: t0a0) - 14,42s by rayvex:
The time scripted sequence allows me to circle around and gain some speed for the next part. At the 3rd door I had to slow down abit in order to slide through. If I had kept the speed, I would have crashed into the door resulting in a time loss of ~0.2s.
Segment 3 (map: t0a0) - 21,84s by rayvex:
Doing a small circle while the scientist talks to gain speed for the next pipe section. Not much to say about the rest of this seg.
Segment 4 (map: t0a0a) - 48,41s by quadrazid:
Longest segment in the run. Was pretty hard to make it but I'm satisfied. Only flaw would be at the door in the recharger room.
Segment 5 (map: t0a0b1) - 13,95s by rayvex:
Jumped onto the button and then over the crate in order to keep my speed without having to do a new longjump. After picking up the crowbar I used LJ to jump over the crates and broke the vent grill while being in the air, so I could jump into the vent without losing any speed.
Segment 6 (map: t0a0b2) - 8,66s by quadrazid:
Nothing fancy. Had to pick up 4 AR grenades for upcoming boosts. Then boost over the gate with as small health loss as possible.
Segment 7 (map: t0a0c) - 21,32s by quadrazid:
Avoiding the first gas leak to save some health. Making a AR-boost up the ladder and keeping the speed til the elevator. Was a pretty tricky boost, because I wanted to save as much health as possible for next segment. A pretty known trick in half life is that the elevator does not move. It just teleports you to the next map. The teleport trigger is slightly outside the elevator so it's even possible to stand outside it to save time.
Segment 8 (map: t0a0d) - 12,36s by quadrazid:
Pretty tricky segment to nail. I had to get Barney as close to the scanner as possible and also set the scientist at a good position before the AR-boost, and before that receiving the health. Avoiding damage from the electrical rail. The "trigger_endsection" which ends the game is reachable from the floor under the railway.
We had fun making this run together and mostly agreed along the project. We didn't have any big problems and are satisfied with the final result.
Assault-rifle boost script:
(only a few numbers were changed between the different boosts)
alias w wait
alias +aids "force_centerview;+duck;w;+jump;fps_max 60;w;w;w;w;w;w;cl_pitchspeed 999999;cl_yawspeed 21500;w;cl_pitchdown 75;+lookdown;-jump;+right;w;-right;+attack2;w;-attack2;-lookdown;+left;w;-left;cl_pitchdown 89.999;force_centerview;fps_max 100"
alias -aids "-duck"
bind mouse2 +aids
Single-segment Hazard Course with HLSP Bunny and scripts in 0:02:54 by Daniel Babik.
Author's comments: