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Workshop page of turreu (lots of great maps and precision-based challenges):.Workshop page of Blumenrocker/Marco (mostly airstrafe maps):.Workshop page of AnderssonSWE/Fargo (Great maps):.Workshop page of KranK (almost all of them are skill maps):.Here are some collections of bhop maps/challenges that are good to practice bhopping and other speedrunning techniques: (I guess a similar example is that a scroll bhop run of a CS:S bhop map wouldn’t be given the “scroll” designation if the player switched to autobhop somewhere in the run.) For custom maps, it’s somewhat of an unspoken rule that if you used CTG in a run, then it has to be made clear that it was used. The first one is that alternating crouch states confuses the game and accelerates you faster that normal the second is that it just gives you a perfect hop every other hop so you don’t loose any speed when you hit the ground (much like crouch-boosting in CS:S). There are two theories as to why this works with the second one being much more likely than the first. It’s done by alternating between crouching and un-crouching in between hops. This allows you to accelerate much faster that what is normally possible. There is another method to increase speed gain is called Crouch Toggle Glitch (CTG). This is the standard for pretty much every custom bhop map that I’ve played. If I remember this correctly, this method allows you to accelerate faster, but your speed gain is still reliant on how well you can strafe and if you time your jumps correctly. The most used method for Portal 2 bhopping is crouch hopping (it actually doesn’t have a name, so I made one up) where you hold crouch while bhopping. More specifically, one will not properly accelerate if strafe key presses are exactly correspondent with the direction of mouse movements. If you need to turn whilst at a speed over 300 ups, it's best to delay your jump in order to loose some speed (or redirect your velocity by circle jumping).Īnother main difference is that the most advantageous method for strafe synchronization in Portal 2 is slightly different from the most advantageous methods in other (Gold)Source games. You can still gain linear speed through well synchronized strafes and mouse movements. This is because of Portal 2's default (and unchangeable) sv_airaccelerate value. Also, read this (it’s from the SourceRuns wiki): In Portal 2, bunnyhopping is quite similar to the GoldSrc style the main difference is that you loose the ability to turn in the air at about 300 units per second (ups).
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