

Many runners were heavily demotivated most of the segments were not fun to perfect, as they were either warping segments or very short people expected this run, when it is finally released, to be completely unwatchable or even unenjoyable to viewers. Despite our early expectations of how extreme and how grand this speedrun would be, many people that had been excited to contribute to our run lost interest in it very quickly. Unfortunately, at the stage of performing the run itself, we ran into a big problem. The expected final time has dropped down to under 7 minutes, which is a shocking example of how easily we can manipulate the game nowadays. The discovery happened to be so huge, that with the help of the tools created and hard work put into routing we managed to break the game so much, that the vast majority of maps are instantly warped from the start straight to the level transition that takes us to the next map. Later in August, a different kind of warping was discovered, called “wrong warping”.

Combining our ideas, we found more skips, which altogether saved several more minutes. He wrote some handy tools that made finding potential skips with save warping and overall routing much easier and faster. Right at the start of the project, a runner named hlstuff joined us. The estimated time was just below 20 minutes. 3 months later, when the use of this glitch in RTA speedruns became prominent, shar suggested to start a new segmented speedrun of Half-Life, that would differ from previous world record (Half-Life in 20:41) by abusing save warping. On the 4th of May, 2016, 3 days after Half-Life 2 Done Quicker speedrun was released, Rama, a SourceRuns member, discovered a new game-breaking glitch, called “save warping”. A new world record speedrun of Half-Life, completed in 6:26.133 by the SourceRuns team, done on Hard difficulty in 1226 segments, utilizing the save warping glitch.
