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I lure out the bullsquid and then jump over him, saving me both ammo and health. This segment was uncomfortable to run because the cramped tunnels really limit my bunnyhopping. Possible improvements: Better bunnyhopping. Later I found out that shooting the barrels also breaks the lock, but oh well. I shoot the lock with the magnum instead of crowbarring it to save a few seconds. Possible improvements: Instead of hiding behind the box, just run forward and shoot the slaves with the pistol to break their attack animation. Anyhow, I wait until they fire and then crowbar one to stop his attack, and quickly push the explosives down.
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* Segment 8 (6:53 - 7:22) -Īfter the jump, I get to fight three slaves with just a pistol and a crowbar. Possible improvements: Start the jump across the canal earlier. The jump across the canal saves over a minute and skips activating the power, but it also skips the shotgun. When bunnyhopping to the control room, I crouched to avoid the gas pipe. Possible improvements: The second crane doesn't have to be lowered that much, I think. When I bunnyhop to the ladder, I have to be careful not to go where the slave spawns because it means instant death. I was rather lucky to lower the cranes without being attacked by the houndeyes. Possible improvements: A shorter bunnyhop pattern to get to the other side? When the alien slave spawns, I crowbar him to delay his attack animation. In order to build up enough speed, I followed a very specific bunnyhop pattern beginning at the tram. I made this segment short because of the difficulty of the jump to the other side. Possible improvements: Bunnyhop from the table to the chair and then over the gate all in one smooth motion. I shot the switch to open the door, and used the chair to go over the gate. The start of this segment is normally blacked out, but since I made a new segment it shows up in light. Possible improvements: Use a barrel for a speed boost down the dark hallway. The long elevator sequence was annoying because the elevator often got stuck due to a glitch, which would damage me and kill the scientist, which instantly failed the game. I jump and air-strafe to the lower level to skip using the ladder. Possible improvements: Use the pistol's secondary function to break the window quicker, but it is less accurate. At 1:41 I shoot out a window and jump to the other side to save a trip downstairs. It's necessary to pick up the vest and armor because Barney (imagine that, a whole crowd of Barneys in this place) doesn't let you through if you don't. I jump over the railing so I don't have to go around the stairs. Possible improvements: None that I know of, unless there is some way to make Barney open the door earlier. I sprayed the wall for fun, it's a habit of mine to do that when things are dull. I made this segment so that I wouldn't have to listen to Barney's speech over and over. I used the Steam version of Blue Shift, with no scripts. Since both Half-Life and Opposing Force already have runs, this completes the triumvirate. The game is Half-Life: Blue Shift, one of the expansions for Half-Life, the other being Opposing Force. This is my first and likely last non-TAS speedrun, since I have a hectic school schedule.
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* Radon for his run of Half-Life which I took some strategies for fighting marines * ballofsnow and darkwasabi for helping with encoding problems
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* groobo for bringing to my attention the tactic of wall-strafing * slynk, Zhouy, and acxy500 for their help in finding shortcuts * Downup and Dark_Devil for their previous runs of Blue Shift * Radix, Nate, DJGrenola, and Mike Uyama for their work in maintaining SDA Available in six versions: low/normal quality DivX, and normal/high/insane/low quality H.264 MPEG-4. Speed run of Half-Life: Blue Shift on Hard mode in 27 segments appended to one file, completed on January 11 2007.
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