Half-Life 2 Done Quickest - HL2 Speedrun in

Опубликовано: 05 Апрель 2026
на канале: SourceRuns
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A segmented speedrun of Half-Life 2, warping past the game in 16:18 by the SourceRuns Team, done in 571 segments on easy difficulty.

This run began as a concept only days after the release of Half-Life 2 Done Quicker, on May 4th 2016, following the discovery of a technique now known as "Save Warping". Official production began months later on September 21, 2016, shortly after the discovery of the "Noclip glitch" and the realization that Done Quicker could be drastically improved upon.

After 3178 days, 3 revivals, many render failures and setback after setback, we are proud to introduce Half-Life 2 Done Quickest, a Half-Life 2 speedrun completed in 16:18

»»------------- LINKS -------------««

Save Warp Explanation:    • Half-Life: Done Enormously Warped - Save W...  
Timesheet: https://docs.google.com/spreadsheets/...
Demos/Saves: https://drive.google.com/drive/folder...

»»------------- RUNNERS -------------««

MaDD
chili_n_such
peng
Centaur1um
BobWombat
guacodi1e
raintnt
OnTrigger
deathwingua
Rock
Jukspa
the_hat
ExtraVirus
Dage4
Rama
vladix123
waezone
YaLTeR

»----- Other Contributors -----«

Corkysek
tmob
WindedCone

»»------------- VIDEO PRODUCTION -------------««

2838 - Tooling/Rendering
peng - Rendering/Editing
Shvok - Rendering
Eold - Rendering/Outro

»»------------- TECHNICAL DETAILS -------------««

This run was produced on an engine version that was previously thought to have been released with the 2006 Holiday Edition of HL2. Since nearly a decade has passed since this run started, we have since learned that this version of Half-Life 2, which uses the old Episode One engine, was never released in an official capacity. The benefits this engine gives are save deletion and perfectly vertical save-clipping.

This run makes use of the wait command; a console-only command that enables the ability to save/wrong warp, as well as giving us the ability to use the noclip glitch. While the noclip glitch can be enabled in Old Engine without wait, save warping and its variants cannot.

»»------------- FAQ -------------««

Q: How are you running so fast?
A: Please see the descriptions for Half-Life 2 Done Quick & Done Quicker for an explanation of known glitches before this ran started.

Q: How are you teleporting all over the map? What is this, it's so hard to follow?
A: In Half-Life 2, there are many maps that overlap each other. Some directly, and some indirectly. By making a save on one map, we can preserve both our position and speed before warping to the other map, as long as there's a connection between maps. IE we can't use a save from d1_trainstation_01 to d3_breen_01. Save warping allows us to load a save as if it was on the next map. Wrong warping takes it a step further by offsetting the save based on which changelevel trigger you use. See the Save Warp Explanation video as linked above for a more technical explanation.

Q: Why aren't you warping on every single map?
A: We can't. Some maps have prop_ragdoll(s) welded to map geometry, causing the game to crash if we try to warp from it. There are ways around this, such as wrong warping or backwards wrong warping, but it's impossible to work around, so those maps are done normally.

Q: Wait! I just saw you noclip in Canals! This run is cheated isn't it?!
A: Nope! Whenever you enter a vehicle, the game puts you in noclip mode. You can test this for yourself in any version of Half-Life 2. Simply turn cheats on, enter a vehicle, and type noclip in console. It will show NOCLIP OFF after each time you enter a vehicle.

Q: How are you just phasing through walls after getting noclip?
A: When we save warped with a save in the airboat, the airboat deletes itself because it isn't in the transition trigger before the new map. This caused us to keep noclip, as well as retain the physics properties that we have while in vehicles. By flying into a barnacle, noclip was disabled (turning noclip off in console is just as much cheating as turning it on) but we were able to keep these special physics properties, allowing the player model to phase through walls if colliding with a prop.

Q: In citadel, how were you able to phase through the wall without noclip glitch AND with the boot also going through the wall?
A: Item save glitch. We activate "Bill's Big Thrill" in d2_coast_01, and use this as a way to activate ISG. By doing so, We activate a state where physics objects essentially do not have collision, including one of the player's bounding boxes, allowing both effects of quickclip (or the "noclip glitch") and moving props through walls. This glitch is also what made the infamous "breenclip" possible.

»»------------- SPECIAL THANKS -------------««

Traderain - Listdemo_, Listsave & volvowrench
hlstuff - SaveWarpTool
shar - SaveWarpFinder
Valve - Half-Life 2
YaLTeR & Jukspa - SourcePauseTool

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