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 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.
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 TH-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.
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.
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)
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.
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
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 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
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.
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.
@@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).
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
"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."
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.
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.
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.
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.
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 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
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!
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
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.
tfw beating portal has become so trivial that you instead use the elevator, the very goal of every test chamber, just as a place to hide all your stolen cubes from the game itself and then, to add insult to injury, take them with you to the cake
Speaking of precise glitches, I seem to have discovered one with TH-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.
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.
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!
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
"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.
The fact objects can persist between maps is incredibly fascinating to me. I can assume it was made so that when the game needed to load a new map, objects didn’t just disappear or manifest randomly. Neat feature
It's not really used for Portal, but more just the Source engine in general for games like Half Life where entities need to persist from level to level. This also existed in GoldSource as well.
I know this is an old-ish video, but if you're wondering why the cube droppers have a cube above them, I believe it's because Source games need to have an instance of whatever entity they need to spawn somewhere in the level, at least with logic that's done in hammer like the cube droppers. It's exactly the same in Portal 2 as well.
That cube is there so glados can speak, a limitation of the source engine is an entity must exist to speak. Video which covered this was "portal's rarest dialog"
fun fact, there is a bug with the rocket tube cube, where it does not delete the cube if it falls out of bounds yet still spawns a new cube in. however, it does not stop spawning new cubes every single tick. the answer of how many cubes you can get in portal is how many it takes to crash your game, which it will do as it spawns hundreds in a matter of seconds.
I got into a state akin to item save glitch in HL2 the other day (complete with absurd bouncy props and save persistence) and I was absolutely perplexed! Love to see that it's an actual known, exploitable thing.
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)
The cube at 4:07 is actually a "monologue cube". There is a cube like this in every chamber with GLaDOS monologue since there has to be an NPC present to trigger monologue. These cubes are NPCs
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
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.
“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
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 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😂
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 TH-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?
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!
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
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)
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
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
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
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
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
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 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
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
This is insane. It's basically if Chell went insane and thought every cube was a companion cube.
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
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 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.
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 how its like you're a teacher on a field trip taking all the students down the place one by one
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
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"
"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."
"A lot, you can get a lot" pans to room full of cubes
This puts another definition to the term "speed cubing"
I always love when, as per speedrun fashion, the goal is proven arbitrary in the end. It's the JOURNEY, man!
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.
I love that this game has been out for *16 years* and we're still getting entire new *concepts* of speedruns...
I'll never get tired of this content.
Me too!
This is a very wholesome speedrunning category
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.
23:18 THERE I AM, GARY! THERE I AM!
man the sound of the portal gun shooting and portals being formed is so nostalgic, i love it so much
Now someone needs to speed-count how many times he said the word "CUBE" in this video.
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.
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
I can't believe you used Corporate Clash music!
Portal Oops! All Cubes
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.
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
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
Game:*exists*
Speedrunners for absolutely no reason:
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!
GLADoS: "The material emancipation grille will destroy cubes and stuff, don't take them with you!"
Chell:
GLADoS: "Listen here you little sh-"
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
We need portal 3 if speed runners are doing this
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.
*Final fight: * showing glados his collection of cubes **
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!
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
Great video!
I've never played Portal, but this is very interesting and I loved the twists that you put in there.
Imagine glados just watching you ferry these cubes around like a little squirrel lmao
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.
there are 2 types of portal glitches, the ones that look insane, and the ones that look goofy as hell
tfw beating portal has become so trivial that you instead use the elevator, the very goal of every test chamber, just as a place to hide all your stolen cubes from the game itself and then, to add insult to injury, take them with you to the cake
"there are 23 cubes in the game, so speedrunners are getting 24 during the run"
Naturally.
GLaDoS: The weighted companion cube will accompany you for the rest of the test
Me: *An Extreme Anthropomorphic*
One reason i really hope a Portal 3 happens is just to see speedrunners pick it apart to *this extent*
"just some normal portal gameplay"
continues to distort the fabric of reality
Im assuming the untextured room with a cube is used for templates that spawn duplicate cubes.
Yes
Speaking of precise glitches, I seem to have discovered one with TH-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.
I like how you demonstrate the fail states for various challenges to the run.
Incredibly cool and fun video, as usual 😃
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
Dude I absolutely love how you used songs from Baba is You, such a unique game.
Edit: Ah man, realized which track it was, haha!
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!
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
"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.
The fact objects can persist between maps is incredibly fascinating to me. I can assume it was made so that when the game needed to load a new map, objects didn’t just disappear or manifest randomly. Neat feature
It's not really used for Portal, but more just the Source engine in general for games like Half Life where entities need to persist from level to level. This also existed in GoldSource as well.
I know this is an old-ish video, but if you're wondering why the cube droppers have a cube above them, I believe it's because Source games need to have an instance of whatever entity they need to spawn somewhere in the level, at least with logic that's done in hammer like the cube droppers. It's exactly the same in Portal 2 as well.
This is so interesting. I love how many weird categories this game has. It's pretty neat.
That cube is there so glados can speak, a limitation of the source engine is an entity must exist to speak.
Video which covered this was "portal's rarest dialog"
fun fact, there is a bug with the rocket tube cube, where it does not delete the cube if it falls out of bounds yet still spawns a new cube in. however, it does not stop spawning new cubes every single tick. the answer of how many cubes you can get in portal is how many it takes to crash your game, which it will do as it spawns hundreds in a matter of seconds.
I got into a state akin to item save glitch in HL2 the other day (complete with absurd bouncy props and save persistence) and I was absolutely perplexed! Love to see that it's an actual known, exploitable thing.
I felt so at peace when you seemingly finished with the 24s.
Just Crazy Moving Around 20+ Cubes Per Run, But This Did Help Explain Some Things.
This is the best TH-cam video I’ve watched in long time, 10/10 Amazing job :)
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)
5 cubes in the elevator
*blinks*
HOW 10 CUBES ALREADY
This is how portal 1 canonically ended.
imagine Glados' fear coming face to face with this person breaking the very fabric of reality
that unloaded void effect makes my eyes hurt, damn
0:06 "It's actually not too hard" *rips apart the fabric of space and time*
I just want to see the ending screen, where the camera swoopd and zooms to finally see a clwsnuffing out 32 cubes and what looks to be a cake
Speedrun: you have to get all the cubes.
Runners: ok, so first thing you do is leave 3 cubes behind.
15:57 "In this state, item collision just becomes a suggestion" 😂
The cube at 4:07 is actually a "monologue cube". There is a cube like this in every chamber with GLaDOS monologue since there has to be an NPC present to trigger monologue. These cubes are NPCs
Sushi I found a new glitch that I have never seen before and this has potential to break the game
Honestly Msushi revealing there were actually 32 cubes was the greatest twist of all time