YYAAAAAS THAT NEEEEEDS TO BE A PORTAL2 MOD PLEEAASE Please someone make this a reality this is EXACTLY the kind of crap GLaDOS would say Pleeeaaaassseeee
as a kid this literally was my DREAM, i loved hoarding cubes, chamber 16 quickly became my favorite just for how many cubes it had in the one room alone, i had always wished i could take not just the companion cube, but every cube i saw with me, at the time of course that sounded completely impossible, but seeing that people have found methods to do that exact thing makes me feel like a part of me is now complete. this is now my favorite speedrun of all time.
I'm imagining GLaDOS watching on the cameras and just being like "okay she got a cube out of the chamber, how clever" *2 chambers later* "...and now she has 4. hmm."
"Please be aware that circumventing the Aperture Science Material Emancipation Grills is a violation of Aperture Science company policy, no matter how many Weighted Storage Cubes you believe you need to fill the apparent square-shaped hole in your heart."
I like to imagine glados watching the player obsess over saving every single cube they come across (ignoring the absurdity of tangible objects completely losing tangibility for her in-game perspective)
That's why Portal 3 never released. Valve designed it, but newest incarnation of GlaDOS was given access to UA-cam for machine learning. She created the Weighted Storage Cube Optimizer instead of alternate player models, and Valve had to pull the plug on the entire project before we lost Earth.
I like how Portal evolved from a cool puzzle game to an incredibly complex meta game with absurd challenges, insane glitches and random bugs. I love it.
The way they fill the elevator with cubes is adorable to me. They're so neatly lined up around the circular chamber, like a squirrel organizing his collection of nuts in a tree.
@@SpaceUK45 I'd be impressed that you somehow managed to interpret something completely innocent as being about genitals if I wasn't so embarrassed for you
It's quite fascinating that any objects (besides the player) are even carried over between maps during loading transitions. It's been awhile, but I don't recall that being necessary to normal gameplay ever.
@@hanthonyc In HL2 it is mostly just attention to detail, but for HL2Ep2 there is an achievement that requires you to carry an object from the start of the game to the end
@@LotsOfS Oh damn, that's still a great attention to detail. I can absolutely see myself trying to do that on my own as a kid, without even the achievement prompt haha. I used to collect the cameras and radios in Portal, and fizzle them all at the elevator. ;P
@@hanthonyc airboats (vehicles are basically props when it comes to transitioning through map transitions, in hl2 you have multiple levels that you bring the airboat through)
in half life 2 after you leave father grigori behind, i always made it this goal to pick up literally every box of ammo and gun i could find from that point up until the rebel base a bit later for some reason it was really fun to me because i felt like i was helping them
Imagine having to do this in Portal 2… much larger rooms and much harder to get out of bounds. I’m imagining someone having to take a ride in a funnel to the part where he kills you with 30+ cubes
@@kracerplayz4033 it's unfortunately not possible due to the way that level transitions in Portal 2 work. While at the most fundamental level, the transitions technically work the same (keeping over objects and properties of the player, this is why crouch fly glitch preserve works), there is a layer of abstraction built on top (the level transition boxes) which effectively makes it impossible. If you brought a cube into a Portal 2 elevator, the level transition would teleport you to the box with no cube, and then you would transition maps in the box, and then at the start of the next map the box would teleport you into the starting elevator, cubeless.
This is what I love about source games. The physics are so tight that the game plays great normally, but they're also close to completely falling apart that shit like this is possible
Reminds me of how I buy games but to mod/hack them instead of playing the game, I find more fun in working out how to mod games and having it work than playing the game itself, I kinda feel like I made the game my own.
the fact that you did a trick that loses time but looks cool just because you wanted to do it and still snagged the world record shows that you truly are the worlds fastest cube mover
This reminded me, one time I accidentally trigger the item save glitch somehow, I only noticed when I loaded chamber 1 and the first cube fell through the floor, then the second cube started sliding around, I tried to throw it onto the button because it wouldn’t stay put on the button, but it fell through the floor and I was softlocked. That was a weird experience.
I got it on my first playthrough of the game near the end, made the bossfight harder for sure! Although I didn't have to press the button to open the incinerator (they just fall through), I had to make so many saves so that I wouldn't get softlocked. Only realized what had happened when I saw a speedrun analysis of category that used this glitch
i cant even begin to explain how much i laughed at reading your comment, for no apparent reason, im just an idiot, i just imagined you like ''the fuck'' when the cube fell through the floor and then looking around and seeing the other cube just zooming around and trying to use that instead, and failing again cuz it went through the floor again LMAO
The cube droppers have that small untextured room above them because the cube droppers use env_entity_maker entities to spawn cubes. These reference one or more entities placed in a map via a point_template entity and will spawn them when triggered by map logic. That room is used to store the template cube and point_template entities, as entities cannot be placed out of bounds. Why the template cube still exists in the map at runtime I do not know, as there _is_ a setting in point_template to remove template entities when the map loads.
It's always funny to me how the Portal speedrun community uses the fancy name "quantum crouch", while a GMod community I played in just went with "headglitch". From the names you might not figure it out, but it is indeed the same thing, just discovered separately by two different communities, and with different use cases (in a FPS it's an obvious advantage if you can see and shoot from behind cover while your model is fully hidden). And then in CSGO people call having only your head visible "headglitch", where it's not even a glitch, just a result of shooting from your camera in Source games.
this title and concept reminds me of something i loved to do in portal 2 co-op; which was trying to "save' as many cubes as possible; taking each cube as far as it can go whether it be to just before the emancipation grid but beyond the door its button is for; or throwing them off of the side just before the final grid before the elevators some of them are fairly easy but some of them are dang hard and i just think its fun
The untextured rooms are there so that the cube dropper has a template entity to spawn. Since Portal 1 is a Half-Life 2 mod, NMS didn't actually put the time into creating unique cube and button entities. Instead, they made cubes with the name "box" and button brushes on top of buttons searching for entities named "box."
@@ettoresalvatore9437 So, by that logic, a minecraft Steve with the Blockbench template skin should come out of cube droppers and work like regular cubes.
@@bennyellis3512 You wanna know how? Every button is actually two buttons that disable each-other when pushed. One is a Chell-button, the other is a box-button.
I have spent 1023 hours on portal throughout my 12 years on steam. I have never once broken out of the map or done anything like this, I just like playing it. But my god, do I feel completely broken and sad every time I've had to send that poor companion cube to its death. It's so weird but it warms my heart to know that somewhere out there, some peope have managed to save these little guys.
The textureless room with a cube that “makes droppers work” is likely a cloning area. The dropper just clones that one template cube when it needs to make more.
Cubes, my long standing nemesis across every video game of all time. I'm impressed that Portal is just one of those games where just about everything is possible with enough practice and intensive research. Seriously, this is more science than Aperture has ever discovered.
@@june9914 I took this from another comment, but basically, square packing is about trying to find how many squares can fit into a give shape, in this case, a circle. They are extremely difficult to solve, and often require extremely high precision to do in real life (the maximum packing).
I love these types of videos. I've watched you for 5 years now since your world record uploads (I started watching Can't even at about the same time) and I'm glad to see that your videos have improved drastically over these years and that so many people seem to like your content. Much love man
"They all went to the same cube school together, but they've been separated by the chambers for years... Until now! With the power of speedrunning glitches, one woman has set out to reunite them all."
This reminds me of how I used to play Halo 2, where I'd have to carry a whole stack of weapons just so I would have enough to fight the next battle. Made it a lot more fun to just waste all the ammo I had at the end of a section knowing that all of it would disappear anyway.
Hammer user here- the reason why there is a cube above the dropper is for a "template" basically whenever a cube either drops or is respawned, it copies that template and puts it there, so it always knows what to put there. The reason that it's on top of the dropper is so that map is organized. And the reason for only one being in a test chamber is probably because it's either somewhere else, or there's another dropper in the level and it just uses that one.
This messed with my head so hard that for a moment I was wondering how you placed a portal on a ceiling before I remembered that that is literally how the game works.
Ive literally started binging your content just yesterday. Ive watched it a lot b4, but literally the algorithm gave me a lot of your videos a day before you upload. Holy shit this is trippin me out
We need a category for highest number of cubes active in a map. Hundreds of cubes, stacked precariously and carefully throughout whatever level has the most volume available for it.
You should be able to get more cubes than that. Because of how the Source engine works, a character’s voice lines can not play if they aren’t in the room. That means GlaDOS’s lines shouldn’t be able to play since she’s not in the room. To fix this, the devs put a cube somewhere out of bounds on every level named AI something and tell the game that that cube is GlaDOS. Theoretically, since you can go out of bounds, you may be able to find that cube and take it.
the mysterious untextured cube room is actually the most important part of making cube vents work! you see, among other things, droppers drop cubes. to do that, you need a cube. to do this, you use the entity *env_entity_maker*, an entity that makes other entities. however, env_entity_maker cannot point to a specific entity for reasons that elude my understanding. it needs to duplicate a *point_template*. point_template is an entity which can be configured to look at a specific entity (in this case, one specific cube). env_entity_maker calls up point_template and takes the template to make a cube. so! to summarize! you enter a *trigger* to trigger the entity maker. the entity maker uses the template (which is pointed at a cube) to make a cube, which appears in the vent for you to use. (and the cube is in a nodraw room because entities cannot exist in the void.)
5:17 the cube not existing is the default setting for the point_template entity, so the times that the cubes do exist is when the devs explicitly made it that way Oh and the rooms are actually useless and not using them by placing the point_template + template cube inside the dropper which will also cut down on needed logic, that is precisely what Portal 2 does and why it doesn't have the rooms
this is great! had no idea you could do this. must have taken you ages to perfect it all. cool to see you've still got the record a year later :) i like how you explain enough to get the idea across without getting too technical. thanks!
Speaking of precise glitches, I seem to have discovered one with UA-cam mobile, apparently if you tap the screen at the right moment while it rotates out of horizontal and into vertical. The overlay gets messed up and is outside the bounds of the video display. (Edit: not even sure if it’s from tapping the screen when rotating display, something just got messed up at some point, and I can’t recreate it) This will last when it automatically moves to the next video or when you click on a new video. It also lasts through a soft closing of the app (which makes sense, it’s just moving it to the background but it hasn’t actually closed). It lasts if you go watch a short and then come back to videos. The only thing that resets the video overlay back to what it should be is a hard closing of the app and reopening it.
ok most of the time these videos feel like interesting info presented with a bit of comedy added to it, but this video is just one of the funniest things ive seen in a long time. specifically 15:22 made me giggle to myself for way too long, its amazing
4:15 Cubes get spawned into the game by using a template that gets duplicated whenever a new cube needs to be dropped. The game does this by using a point_template entity that has it's template set to the cube. Next a env_entity_maker entity uses the point_template entity to spawn in a new cube whilst preserving the template cube so that when it inevitably gets destroyed during the test a new cube can be dropped without issue.
bro i got so hyped when i saw the title. I helped make this category in the p2 coop boards. never got a run bc i couldn't get one particular (it was grabbing it thru the dropper)
4:12 those are used to spawn the cubes! The cube droppers use what are called template entities to spawn cubes. This requires said template to be stored somewhere in the map. I'm assuming what happened in this chamber is they spawned the template object in the box? Iirc templates aren't physical objects but points containing the info for the object and it probably got spawned on accident in that box and was never fixed.
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Very nice. 33 I think would be the ultimate final completion unless there are even more hidden cubes somewhere. Given how there is a duplication glitch, it doesn't matter anyway. Cheers!
Those cubes above the droppers are instances. In hammer you can have an instance spawner that copies whatever object it's set to. That's why the droppers have an extra up there.
"I have no idea why it's here" I have a guess. So Source is kinda weird when it comes to spawning objects. When you create an object in Hammer a bunch of stuff gets set correctly but when you spawn a new entity from a spawner a bunch of stuff can go wrong. The extra cube may be cloned to avoid having to deal with that.
One thing that i love about speedrunnung is how advanced and well developed somebody's love and knowledge for a game is. and with this for fun sub-category is a perfect example of some creativity and technical knowledge. I do speedruns for fun myself, despite my mediocre times I get i still have fun and get to meet some awesome people who share the same intrest as we along the way!
If I'm not mistaken, this is HDR post processing ignoring the pixels where a "nodraw" texture is used. Since those values are being ignored, the old values stack on top of each other. In DirectX 8 (without HDR) or if gl_clear / gl_randomcolors are set, frames will always start with some color, so you don't see this effect. There's certainly more detail to this than I know, as the cube doesn't literally leave a trail behind - it's just the HDR processing. There's a variant of this where everything leaves a trail, especially in maps with leaks. The game also seems to be controlling this somewhat, as the effect seems to intentionally disappear when out of bounds (probably for development purposes with noclip).
GLaDOS: I’m afraid this next chamber is impossible. Our previous test subject stole all the cubes in the facility. What a shame
Don't worry. They have warehouses full of the things.
@@TheBcoolGuy
Unfortunately, they took those too.
YYAAAAAS
THAT NEEEEEDS TO BE A PORTAL2 MOD
PLEEAASE
Please someone make this a reality
this is EXACTLY the kind of crap GLaDOS would say
Pleeeaaaassseeee
@@bennyellis3512 okay but what would you do afterwards, like she said, the test is impossible
@@Bulba413 sit and wait
“Why are you petting the radio with a clipboard?”
I’m breaking laws of physics
🤣
21:48
If the laws of physics no longer apply in the future, God help you
more like the radio has been a good girl and she deserves petpets
19:46 "It saves no time. Actually, it loses time. But it looks *cool* " What a mood, I love this
gotta love the style points
Doing things that waste time but look good gets you world record.
Saw and read this as this part came up.
Kill the frames save the cubes.
@@espenstoro I guarantee you don't know any strats not from this category.
These glitches may seem strange, but remember, the portal gun is still in its testing phase
"Wait... the portal gun is still in testing?"
"Always has been"
@@Azurious "Testing never stops."
“We’re between banks right now, so you can just make those cheques out to cash. Cave Johnson, we’re done here.”
Precisely the reason why Aperture never took anything out and went bankrupt, I'm beginning to believe that this is all a reference to Valve itself.
*aperture science handheld portal device
"It's actually quite simple"
*starts the process of summoning a demon using portals*
Yeah uhu
Sumpn tells me otherwise
*its surprisingly simple!*
Mumbo jumbo be like:
“After stylishly creating the ritual circle, we clip out of bounds and place a portal in hell.”
Failboat be like :
as a kid this literally was my DREAM, i loved hoarding cubes, chamber 16 quickly became my favorite just for how many cubes it had in the one room alone, i had always wished i could take not just the companion cube, but every cube i saw with me, at the time of course that sounded completely impossible, but seeing that people have found methods to do that exact thing makes me feel like a part of me is now complete. this is now my favorite speedrun of all time.
cool for you
ok
hell yea
@@maddoxmonteza ok
@@melodyMonger413 ok
I'm imagining GLaDOS watching on the cameras and just being like
"okay she got a cube out of the chamber, how clever"
*2 chambers later*
"...and now she has 4. hmm."
"Please be aware that circumventing the Aperture Science Material Emancipation Grills is a violation of Aperture Science company policy, no matter how many Weighted Storage Cubes you believe you need to fill the apparent square-shaped hole in your heart."
@@MisterBurgerBeachball That's good, I read that in her voice and it works so well.
Wait why is she fazing through walls
I like to imagine glados watching the player obsess over saving every single cube they come across (ignoring the absurdity of tangible objects completely losing tangibility for her in-game perspective)
I think if GLaDOS saw all of the cube fuckery involved it would be funnier.
@@wetnoodle5471 Oh yea, what I mean is more like glados watching the player basically become ratman but with all cubes
"What are you doing? Stop that!"
That's why Portal 3 never released. Valve designed it, but newest incarnation of GlaDOS was given access to UA-cam for machine learning. She created the Weighted Storage Cube Optimizer instead of alternate player models, and Valve had to pull the plug on the entire project before we lost Earth.
@@GeekOfAllness isn't she already one? And does she have paperclips?
I like how Portal evolved from a cool puzzle game to an incredibly complex meta game with absurd challenges, insane glitches and random bugs. I love it.
That's just speed running in general my guy
🤣🤣😂
Hey that's my line😂
The way they fill the elevator with cubes is adorable to me. They're so neatly lined up around the circular chamber, like a squirrel organizing his collection of nuts in a tree.
🤨
@@SpaceUK45 SHUT YO
@@SpaceUK45 I'd be impressed that you somehow managed to interpret something completely innocent as being about genitals if I wasn't so embarrassed for you
21:16 if you’ve ever done square packing in maths you’d know how painful this is
tightest packing of 17 squares in a square intensifies
@@NoNameAtAll2 it makes sense, I don't want it to make sense, but it makes sense
Why'd you say this
If youve ever done fudge packing in ass, youd know how painful it is
BRITISH DETECTED!
It's quite fascinating that any objects (besides the player) are even carried over between maps during loading transitions. It's been awhile, but I don't recall that being necessary to normal gameplay ever.
It’s a leftover from the Half-Life 2 code. Portal is really just an advanced mod of Half-Life 2 in how it works.
@@kham_pastgom Interesting, is that a commonly used mechanism for HL2? I'm one of those freaks that's never had the time to play it myself.
@@hanthonyc In HL2 it is mostly just attention to detail, but for HL2Ep2 there is an achievement that requires you to carry an object from the start of the game to the end
@@LotsOfS Oh damn, that's still a great attention to detail. I can absolutely see myself trying to do that on my own as a kid, without even the achievement prompt haha. I used to collect the cameras and radios in Portal, and fizzle them all at the elevator. ;P
@@hanthonyc airboats (vehicles are basically props when it comes to transitioning through map transitions, in hl2 you have multiple levels that you bring the airboat through)
I like this game-within-a-game type thing. It's like a physics based Collect-a-thon where you actually have to haul all your things around.
And there’s me thinking that the gnome achievement in Half-Life 2 was hard!
in half life 2 after you leave father grigori behind, i always made it this goal to pick up literally every box of ammo and gun i could find from that point up until the rebel base a bit later
for some reason it was really fun to me because i felt like i was helping them
Far: Lone Sails and The Aurora Wager have entered the chat
physics?
Imagine having to do this in Portal 2… much larger rooms and much harder to get out of bounds. I’m imagining someone having to take a ride in a funnel to the part where he kills you with 30+ cubes
hell 2.0
please tell me this is a thing
@@kracerplayz4033 it's unfortunately not possible due to the way that level transitions in Portal 2 work. While at the most fundamental level, the transitions technically work the same (keeping over objects and properties of the player, this is why crouch fly glitch preserve works), there is a layer of abstraction built on top (the level transition boxes) which effectively makes it impossible. If you brought a cube into a Portal 2 elevator, the level transition would teleport you to the box with no cube, and then you would transition maps in the box, and then at the start of the next map the box would teleport you into the starting elevator, cubeless.
@@CantEven Woah hello top level runner! Nice explanation
@@CantEven RIGGED
This is what I love about source games. The physics are so tight that the game plays great normally, but they're also close to completely falling apart that shit like this is possible
When I find out there are actually more than 24 cubes in the thumbnail:
*we've been tricked, we've been backstabbed, and quite possibly bamboozled*
He can bamboozle me any time~
Seriously Draco what the fuck
:(@@dracothewarrior4316
@@dracothewarrior4316 huh
@@dracothewarrior4316 same 😔
this has gotta be one of the most insane runs of portal...
Next thing you know there'll be a speedrunning category for collecting all the cameras, or making GLaDOS a cup of tea
This has gotta be one of the most insane runs of portal at 3am mr beast
speedrunners really be doing everything but playing the game
We play the game, just not how the developers intend us to
Reminds me of how I buy games but to mod/hack them instead of playing the game, I find more fun in working out how to mod games and having it work than playing the game itself, I kinda feel like I made the game my own.
I mean, sometimes making your own toys is funnier
@@seareez pp😊
What’s playing the game
the fact that you did a trick that loses time but looks cool just because you wanted to do it and still snagged the world record shows that you truly are the worlds fastest cube mover
Msushi making the most absurd things interesting
This reminded me, one time I accidentally trigger the item save glitch somehow, I only noticed when I loaded chamber 1 and the first cube fell through the floor, then the second cube started sliding around, I tried to throw it onto the button because it wouldn’t stay put on the button, but it fell through the floor and I was softlocked. That was a weird experience.
I also once accidentally got the item save glitch on PS3 portal
I got it on my first playthrough of the game near the end, made the bossfight harder for sure! Although I didn't have to press the button to open the incinerator (they just fall through), I had to make so many saves so that I wouldn't get softlocked. Only realized what had happened when I saw a speedrun analysis of category that used this glitch
i cant even begin to explain how much i laughed at reading your comment, for no apparent reason, im just an idiot, i just imagined you like ''the fuck'' when the cube fell through the floor and then looking around and seeing the other cube just zooming around and trying to use that instead, and failing again cuz it went through the floor again LMAO
This is like "What if you had to complete Portal while also doing the equivalent of moving house every time you loaded a new map"
The cube droppers have that small untextured room above them because the cube droppers use env_entity_maker entities to spawn cubes. These reference one or more entities placed in a map via a point_template entity and will spawn them when triggered by map logic. That room is used to store the template cube and point_template entities, as entities cannot be placed out of bounds. Why the template cube still exists in the map at runtime I do not know, as there _is_ a setting in point_template to remove template entities when the map loads.
so what you're saying...is we could sabotage the cube assembly line...and spawn only companion cubes
Wait, so the redemption line scene from PORTAL2 is a not so subtle nod to this quirk?!
Huh
Weird but cool
The more you know...*
@@d3str0i3r
....[sharp inhale]OOHh😃🤭hehehehehe
So what your saying is you can sabotage the cube delivery line
It's always funny to me how the Portal speedrun community uses the fancy name "quantum crouch", while a GMod community I played in just went with "headglitch". From the names you might not figure it out, but it is indeed the same thing, just discovered separately by two different communities, and with different use cases (in a FPS it's an obvious advantage if you can see and shoot from behind cover while your model is fully hidden).
And then in CSGO people call having only your head visible "headglitch", where it's not even a glitch, just a result of shooting from your camera in Source games.
naming conventions in science fiction vs sandboxes, one stays practical and the other gets fancy
meanwhile pancake shot and toast skip:
also, Boxes Out Of Bounds
yep, theres a glitch called B.O.O.B
This is insane. It's basically if Chell went insane and thought every cube was a companion cube.
this title and concept reminds me of something i loved to do in portal 2 co-op; which was trying to "save' as many cubes as possible; taking each cube as far as it can go whether it be to just before the emancipation grid but beyond the door its button is for; or throwing them off of the side just before the final grid before the elevators
some of them are fairly easy but some of them are dang hard and i just think its fun
SiIvaGunner
same! we'd also try it with turrets and most other physics objects.... aperture is going to be pretty low on chairs and coffee mugs from now on
The untextured rooms are there so that the cube dropper has a template entity to spawn. Since Portal 1 is a Half-Life 2 mod, NMS didn't actually put the time into creating unique cube and button entities. Instead, they made cubes with the name "box" and button brushes on top of buttons searching for entities named "box."
Hehehehe...
Wait, but what about the function of buttons detecting Chelle?
@@bennyellis3512 Chell is just a human-shaped box
@@ettoresalvatore9437 So, by that logic, a minecraft Steve with the Blockbench template skin should come out of cube droppers and work like regular cubes.
@@bennyellis3512 You wanna know how? Every button is actually two buttons that disable each-other when pushed. One is a Chell-button, the other is a box-button.
i love how its like you're a teacher on a field trip taking all the students down the place one by one
I love that this game has been out for *16 years* and we're still getting entire new *concepts* of speedruns...
I have spent 1023 hours on portal throughout my 12 years on steam. I have never once broken out of the map or done anything like this, I just like playing it. But my god, do I feel completely broken and sad every time I've had to send that poor companion cube to its death. It's so weird but it warms my heart to know that somewhere out there, some peope have managed to save these little guys.
"A lot, you can get a lot" pans to room full of cubes
I'll never get tired of this content.
Me too!
man the sound of the portal gun shooting and portals being formed is so nostalgic, i love it so much
The textureless room with a cube that “makes droppers work” is likely a cloning area. The dropper just clones that one template cube when it needs to make more.
Cubes, my long standing nemesis across every video game of all time. I'm impressed that Portal is just one of those games where just about everything is possible with enough practice and intensive research. Seriously, this is more science than Aperture has ever discovered.
I always love when, as per speedrun fashion, the goal is proven arbitrary in the end. It's the JOURNEY, man!
I do wonder theoretically how many cubes could fit through the loading zones. 32 looks like it was already pushing the limit
Two words: Square Packing.
@@edgar_eats_pican you explain it in more than 2 worrs
@@june9914 I took this from another comment, but basically, square packing is about trying to find how many squares can fit into a give shape, in this case, a circle. They are extremely difficult to solve, and often require extremely high precision to do in real life (the maximum packing).
I love these types of videos. I've watched you for 5 years now since your world record uploads (I started watching Can't even at about the same time) and I'm glad to see that your videos have improved drastically over these years and that so many people seem to like your content. Much love man
"They all went to the same cube school together, but they've been separated by the chambers for years... Until now! With the power of speedrunning glitches, one woman has set out to reunite them all."
I can't believe you used Corporate Clash music!
This puts another definition to the term "speed cubing"
This is a very wholesome speedrunning category
How is it that I'm still learning things about this game? Amazing video Msushi, never expected anything like this would be possible.
This reminds me of how I used to play Halo 2, where I'd have to carry a whole stack of weapons just so I would have enough to fight the next battle. Made it a lot more fun to just waste all the ammo I had at the end of a section knowing that all of it would disappear anyway.
Hammer user here- the reason why there is a cube above the dropper is for a "template" basically whenever a cube either drops or is respawned, it copies that template and puts it there, so it always knows what to put there. The reason that it's on top of the dropper is so that map is organized. And the reason for only one being in a test chamber is probably because it's either somewhere else, or there's another dropper in the level and it just uses that one.
the humor in the 32 cubes section of the video was very good.
the "actually... it loses time, but it looks cool." was my favorite bit.
Ok. fur crіnge
0:39 I like a video that respects my time
Now someone needs to speed-count how many times he said the word "CUBE" in this video.
As a toontown fan, I cried when I heard Dave's phase 2 music being used for the trick part of the video.
So, so, sO SO WELL DONE.
I READ THIS COMMENT BEFORE I GOT TO THAT PART AND GOT JUMPSCARED SO HARD /POS
There's something immensely satisfying about the Corporate Clash track playing while watching turrets stop believing in the laws of physics.
GLADoS: "The material emancipation grille will destroy cubes and stuff, don't take them with you!"
Chell:
GLADoS: "Listen here you little sh-"
16:20 scientists discovered a new state of matter, semi existent
Very cool to see some of the new strats like isg on 00 and the way you get the cube in 04. Also just simply how fast you can do 32 cubes is insane!
I don't know why but the item save glitch is so funny to me, I just started laughing when everything just started sliding and bouncing lol
Great video!
I've never played Portal, but this is very interesting and I loved the twists that you put in there.
Speedrun: you have to get all the cubes.
Runners: ok, so first thing you do is leave 3 cubes behind.
This messed with my head so hard that for a moment I was wondering how you placed a portal on a ceiling before I remembered that that is literally how the game works.
Ive literally started binging your content just yesterday. Ive watched it a lot b4, but literally the algorithm gave me a lot of your videos a day before you upload. Holy shit this is trippin me out
We need a category for highest number of cubes active in a map. Hundreds of cubes, stacked precariously and carefully throughout whatever level has the most volume available for it.
I cant wait for a 3 hour run of speedrunners putting cubes on top of the map, sounds fun
Imagine glados just watching you ferry these cubes around like a little squirrel lmao
23:18 THERE I AM, GARY! THERE I AM!
“In this state, item collision just becomes a suggestion”
Radio: **goes to the 4th dimension**
You should be able to get more cubes than that. Because of how the Source engine works, a character’s voice lines can not play if they aren’t in the room. That means GlaDOS’s lines shouldn’t be able to play since she’s not in the room. To fix this, the devs put a cube somewhere out of bounds on every level named AI something and tell the game that that cube is GlaDOS. Theoretically, since you can go out of bounds, you may be able to find that cube and take it.
the mysterious untextured cube room is actually the most important part of making cube vents work! you see, among other things, droppers drop cubes. to do that, you need a cube. to do this, you use the entity *env_entity_maker*, an entity that makes other entities. however, env_entity_maker cannot point to a specific entity for reasons that elude my understanding. it needs to duplicate a *point_template*. point_template is an entity which can be configured to look at a specific entity (in this case, one specific cube). env_entity_maker calls up point_template and takes the template to make a cube.
so! to summarize!
you enter a *trigger* to trigger the entity maker. the entity maker uses the template (which is pointed at a cube) to make a cube, which appears in the vent for you to use.
(and the cube is in a nodraw room because entities cannot exist in the void.)
We need portal 3 if speed runners are doing this
5:17 the cube not existing is the default setting for the point_template entity, so the times that the cubes do exist is when the devs explicitly made it that way
Oh and the rooms are actually useless and not using them by placing the point_template + template cube inside the dropper which will also cut down on needed logic, that is precisely what Portal 2 does and why it doesn't have the rooms
Game:*exists*
Speedrunners for absolutely no reason:
this is great! had no idea you could do this. must have taken you ages to perfect it all. cool to see you've still got the record a year later :) i like how you explain enough to get the idea across without getting too technical. thanks!
there are 2 types of portal glitches, the ones that look insane, and the ones that look goofy as hell
imagine Glados' fear coming face to face with this person breaking the very fabric of reality
Incredibly cool and fun video, as usual 😃
16:48 lmao the way that cube swung out of the dropper was glorious
Speaking of precise glitches, I seem to have discovered one with UA-cam mobile, apparently if you tap the screen at the right moment while it rotates out of horizontal and into vertical. The overlay gets messed up and is outside the bounds of the video display. (Edit: not even sure if it’s from tapping the screen when rotating display, something just got messed up at some point, and I can’t recreate it)
This will last when it automatically moves to the next video or when you click on a new video. It also lasts through a soft closing of the app (which makes sense, it’s just moving it to the background but it hasn’t actually closed). It lasts if you go watch a short and then come back to videos.
The only thing that resets the video overlay back to what it should be is a hard closing of the app and reopening it.
I've had other interesting layout glitches in youtube iphone browser. Yeah, painful at times.
ok most of the time these videos feel like interesting info presented with a bit of comedy added to it, but this video is just one of the funniest things ive seen in a long time. specifically 15:22 made me giggle to myself for way too long, its amazing
*Final fight: * showing glados his collection of cubes **
4:15 Cubes get spawned into the game by using a template that gets duplicated whenever a new cube needs to be dropped. The game does this by using a point_template entity that has it's template set to the cube.
Next a env_entity_maker entity uses the point_template entity to spawn in a new cube whilst preserving the template cube so that when it inevitably gets destroyed during the test a new cube can be dropped without issue.
Portal Oops! All Cubes
bro i got so hyped when i saw the title. I helped make this category in the p2 coop boards. never got a run bc i couldn't get one particular (it was grabbing it thru the dropper)
Im assuming the untextured room with a cube is used for templates that spawn duplicate cubes.
Yes
I love this, it's such a silly and wholesome way to play portal, to save every cube you can find and bring them to the cake party.
4:12 those are used to spawn the cubes! The cube droppers use what are called template entities to spawn cubes. This requires said template to be stored somewhere in the map. I'm assuming what happened in this chamber is they spawned the template object in the box? Iirc templates aren't physical objects but points containing the info for the object and it probably got spawned on accident in that box and was never fixed.
Silence furcrіnge
@@paulmccartney2327 lol. Lmao. Lmfao. Lol.
No.
every time i hear corporate clash music in non-toontown videos it gives me whiplash
It's coming... a game unlike anything you've ever seen. Prepare yourself... for CUBE!
In development for over a decade, CUBE will take you to the whole new dimension of computer games!
CUBE!
Featuring the latest in 3-D pictures and the newest technologies that make calculators look like a cotton gin!
C U B E!
Pick up your control switch and enter another world! You are now CUBE - defender of the POLYVERSE! Collect the diamonds and reach the goal! Every goal leads to a new color level! Blue! Green! Orange! THE FUN CANNOT BE HALTED! KYOOB!!!!!
...but be careful. You will face many obstructions in your path. It's up to you to guide CUBE around the things that you can't go through!
KKYYYOOOOOOOOOBBBBB!!1!!!1
AND JUST MAYBE!!! IF YOU'RE BRAVE ENOUGH AND ENOUGH OF A GAME MASTER! YOU WILL REACH LEVEL RED WHERE YOU WILL FACE....
THE DREADED CONE!
CUBE!!!!!!!!
COMING TO YOUR NEIGHBOURHOOD DIMENSION! SOOOOOOOOOOOOOOOOOOOOOOOOOOOOON
Very nice. 33 I think would be the ultimate final completion unless there are even more hidden cubes somewhere.
Given how there is a duplication glitch, it doesn't matter anyway.
Cheers!
the return of the king, i have been waiting for a new vid for a while
This is the best UA-cam video I’ve watched in long time, 10/10 Amazing job :)
Those cubes above the droppers are instances. In hammer you can have an instance spawner that copies whatever object it's set to. That's why the droppers have an extra up there.
Whatever you say furcrіnge
I can physically not unhear the Baba Is You music in ideos
Same as for some osts in Rain world, Slime rancher, and Celeste
I want to see Msushi do a completely normal playthrough with commentary
"I have no idea why it's here"
I have a guess. So Source is kinda weird when it comes to spawning objects. When you create an object in Hammer a bunch of stuff gets set correctly but when you spawn a new entity from a spawner a bunch of stuff can go wrong. The extra cube may be cloned to avoid having to deal with that.
4:49 “””normal “””
One thing that i love about speedrunnung is how advanced and well developed somebody's love and knowledge for a game is. and with this for fun sub-category is a perfect example of some creativity and technical knowledge. I do speedruns for fun myself, despite my mediocre times I get i still have fun and get to meet some awesome people who share the same intrest as we along the way!
what causes the weird colours at 4:10? is there a video on this?
If I'm not mistaken, this is HDR post processing ignoring the pixels where a "nodraw" texture is used. Since those values are being ignored, the old values stack on top of each other.
In DirectX 8 (without HDR) or if gl_clear / gl_randomcolors are set, frames will always start with some color, so you don't see this effect.
There's certainly more detail to this than I know, as the cube doesn't literally leave a trail behind - it's just the HDR processing. There's a variant of this where everything leaves a trail, especially in maps with leaks.
The game also seems to be controlling this somewhat, as the effect seems to intentionally disappear when out of bounds (probably for development purposes with noclip).
One reason i really hope a Portal 3 happens is just to see speedrunners pick it apart to *this extent*
This is so interesting. I love how many weird categories this game has. It's pretty neat.
14:17 I actually think that's quite poetic. What a sad ending for our hero Chell, blissfully ignorant of the companion cube clone.
Baba Is You Music is fire
And the Corporate Clash music (that threw me so hard)
0:06 "It's actually not too hard" *rips apart the fabric of space and time*
Oh yeah I did that once. Was really fun. Didnt know it was a speedrun though xD
Ok I didnt get 24 cubes. That extra cube was a jumpscare
the cubes out of bounds are the needed actor to play GLaDOS's voicelines