Fuckign incredible how Joe came in 20 years later to defend his record after Chambers got his other one. Imagine being the best at something 20 years later still. That double boost after waiting for the elevator is incredible, it's all or nothing!
very informative (and entertaining) video for a very "boring" level. at the end, I thought you'd say something like "actually, Jo was beaten the day after"
It's crazy how games like doom and quake will see players come back to defend a record they set 20 years prior. There's not many other pursuits that can have that longevity in one person. Golf comes to mind as an activity where one person can be at the top of their game for 20+ years
Yet again an amazing summary, thanks Connor! Weird thing is this speedrunning. When you're doing it, it keeps digging to your mind, it frustrates you, it drives you crazy. I can hardly sleep on those days until I finally manage to make everything click and get rid of the pressure... And then after a few days of joy and relief I'm already miss the feeling :)
All of quakes original maps being absolutely solid in terms of leaks is probably one of the most impressive things about it - that's crazy considering the editors available at the time.
There is something really hilarious about how they made it impossible to get out of bounds, but they completely missed rocket jumping as a possibility, which broken so many maps. John Carmack really wanted the player to stay INSIDE the levels.
There was rocket jumping already in doom. Surely that was by design, but only for the most experienced players. Rocket jumping is actually a really fun mechanic if you master it, namely in quake 3.
@@johnny_eth As far as I remember from the original DOS Quake, if you're outside of bounds sometimes you would get a weird sort of graphical texture glitch that made pixels repeat.
@@why_i_game Yes I clearly remember glitching through walls and seeing that but only the old asf version we had in 1997ish. It was because the near death PC itself would crash and fail to boot 10ish times that I would glitch through somehow... Much to my dismay. A clue perhaps?
This Joe guy is a legend! Huge respect! Wish you had added the other runner's models for a final run, but I know it must be super hard. Amazing work as usual.
I don't know what is more surprising: That there are still people doing speedruns for a game released 27 years ago, which probably means that some of the speedrunners are younger than the game itself, or that after all those years, people still find faster paths for the original levels which have been played so many times by so many people, including tons of speedrunners. Also, it's incredible that UA-cam says "1K views 1 hour ago", so for a game released 27 years ago, there are enough people that take their time watching a video right after it's uploaded, whatever time that may be around the world. Fun! Keep on fraggin'
Thank you for yet another interesting and entertaining video! One thing about the cut beginning of E2M6, it was removed due to "self-imposed .BSP file limit of 1.4MB", according to John Romero. He mentioned that specific reason several times. I don't think it was limits of the engine, as many Mission Pack .BSP filesizes go over that value. And the original E2M6 from the "Beta 3" pre-release is just a couple dozen KB over the largest final game's .BSPs, which is E4M7. I think if there would be a bit more time, E2M6 could've retain the swamp cave introduction area. The mystery is why exactly did they put up that self-imposed filesize limit in the first place. Was it to copy the maps on floppy disks? But they had network in the office. Was it to keep the overall game size down? But it was released on CD-ROM, and even if approximately 600MB of that space was taken by the CDDA soundtrack, there was still enough room.
To venture a guess, they may have recognized the relationship between constraints and creativity. Often, putting yourself in a box leads to out-of-the-box ideas. :-)
@@andrewgerrand154 And that's why people are still producing content for the Commodore 64 (demos, games, operating systems, hardware peripherals, etc.). When such limited hardware makes beautiful special effects and music, it stands out way more than billions of colours and Blu-Ray quality audio.
Hmmm what about optimization? I doubt it, but maaaaybe something like that lift is "expensive" and they had to axe things to prevent players lagging. I'm clearly someone who has made just one map with Hammer and only half knows what he's talking about.
@@quakespeedrunsexplained He mentions in his talks that this was done to keep the game at a reasonable size. ua-cam.com/video/zAC4_ID8quY/v-deo.html ua-cam.com/video/aWREOgyPLt4/v-deo.html I guess it might make sense in 1996 to not burder people's harddrives too much.
For me, your videos capture perfectly the wonder of playing Quake 1 for the first time back in the 90s. You clearly respect Quake and I appreciate that a lot! I've been passionate about Quake 1 since I heard one of my 3 favourite musicians (Trent Reznor) would be doing the music _and_ the sound effects, and that it would be the first major engine with actual 3D architecture! It amazed me that so much graphical power could run fine on a 486DX, and silky smooth far above 60 FPS on a 586/Pentium 1. I've been following various updated Quake clients ever since. WinQuake, GLQuake, endless Quake clients on GNU+Linux, N64, current Steam release (quite nice), and so on. Dabbled in level editing, I have fun at it, but I'm not very good! My top 5 favourite video games of all time (unless I'm forgetting some), based on hours played and how much I still love playing them today (in alphabetical order): - Ancient Domains Of Mystery (multi) - Arma III / DayZ (clumping together as they share a code base; bought a gaming PC to play these 2) - Noita (PC) - Quake 1 (multi) - Rock N' Roll Racing (SNES) As for Quake 1 specifically, it is most interesting to me playing random single player levels in co-op mode with friends (or surviving alone on Nightmare). There's so much creativity in Quake 1 level designs! I can still remember the original game and music terrifying me the first time I played it: lights off, headphones on. The best of times. I can vividly recall sneaking down cave stairs following a knight, then in the open area other knights saw me, so I ran back up the cave steps with them chasing me, carefully jumped onto a crate that was too high for their swords in the nick of time. I was trying to fight 1 enemy at a time to not get overwhelmed, and when that failed bob and weave to escape. I was trying hard to stay alive those first play sessions, so I was really careful while learning the game sound effects, music, and AI behaviour. It was such a new and raw experience! Quake does not handhold on Nightmare, which is the only difficulty I ever played at. On Doom I played the difficulty 1 below Nightmare, because respawning enemies on Nightmare was too much, lol. I also tried to hunt down all the secrets before leaving a level, to stock up for the next level. I only failed to find a small handful of Quake 1 secrets, and on those levels I searched for 30+ mins before giving up. Had fun at it. It was a puzzle game hunting for secrets, as the devs hid secrets in so many different ways! It was fantastic. I love Reznor's background music, it was so eerie and full of all sorts of faint or loud whispery half-sounds. It immediately made you paranoid from not knowing what was from the music track and what was actual gameplay. In one track he even includes a slowed down grenade bouncing-off-a-wall sound. What an experience those first times at it! Similar feel with really well-made fan levels that put surprises around every corner. So many unique Quake 1 experiences created with the same basic building blocks is awesome to me. Same reason Minecraft builds are popular. I should stop procrastinating and learn QuakeC, it's been around 30 years! 😀 Would love to code Quake 1 novelties!
I've been watching QDQ since the first one came out, but I've never seen any of this stuff explained before. You do an amazing job of breaking this all down. Thank you so much for these videos and I hope you keep doing them!
A cup of tea, those guitar chords and your dulcet tones painting another beautiful picture of insane dedication. Can't think of a better way to cap off a Monday evening! ☕
These videos make my heart ache for the old days. I can vividly remember what I was doing during each of the years listed in this video 20 plus years ago.
Very well structured and put together! It's been real fun revisiting the world of quake speedrunning through your video Connor! My only complaint would be that I would like to see the decimal places after a run. I'm always curious to see how close it was.
I'm loving this channel which is a bit strange since I've got zero interest in speed running and I haven't touched Quake in 20+ years. Videos are informative, thought-out and oddly relaxing. Looking forward to the next one!
I'd like to see how fast they can do E2M6 with the restored entrance, which was first restored by NightFright from Quaddicted and then officially restored by default in the 2021 re-release.
This was always my favorite Quake level. Back in the 90s, before games like Half-Life, that elevator sequence was one of the hypest things I had experienced in a video game. Awesome runs and great explanations! I discovered your channel today and I've been just devouring the content. Love your work!
I remember in Quake 2 CTF there was a shortcut you could use to squeeze out of the enemy base with a grappling hook but I discovered it only worked at low FPS, so i created a macro precisely for the purpose of reducing the frame rate! It's crazy to see speed runners actually using this technique 25 years later...
Man these videos are awesome! I hope you keep making them. They are my favorite in the speed running genre. You do a great job breaking them down and I can tell you are very passionate about them. I've always loved quake I and it has some of the richest history of any game ever. I'm glad it's finally being out out there for everyone to see
I feel like it looks to them just like how FFA feels to noobs like me, with people flying around coming and going from and to all directions, getting killed before I can even turn my mouse
@@emrebaskocak someone should do a story narrative in the pov view of an enemy and do voice acting that could definitely be fun to watch as long as its not too stupid in the lines
I'm always surprised how much footage of Quake levels seem familiar even as someone who only played Quake 3. In those years, graphics advanced so fast, but the design of the levels remains very similar.
Love the video. I found the level and advancenents over time quite entertaining. You may want to change the title since it could incorrectly give some people the impression the video itself isn't as entertaining as it is. Love your content!
I'm fiending for a fiending! Fiends are my favourite Quake 1 mob, and one of my all time favourite enemies in any game ever. The sound effects by Reznor are perfection, intense and gripping still after all these years! The brutality and carnage of the fiend leap attack -- capable of gibbing players and enemies alike! So many jumpscares when they silently creep up behind you then suddenly and loudly leaping at you! Flawless Victory!
@@why_i_game Man.. I friggn know.. Even the kids here who are all fortnite and minecraft etc were blown away by that atmosphere that I cannot articulate with words at all.
@@spelunkernz6390 My kid loves Quake 1 and the atmosphere it provides (dark and creepy, the music and sounds, the enemies). Co-op is fun for the whole family!
man I was thinking the entire time "why doesn't somebody skip that door opening". I'm sure you aren't the first one to think of it if I immediately thought of it while watching the speedrun.
If changing the FPS affects the behaviour of the game, does that mean Quake is not deterministic? Are demos stored as sequences of inputs or as a list of positions / orientations for the player and all enemies (seems unlikely)? EDIT: After some digging it seems that demos are more or less records of the game state over time and the game is not actually deterministic. Slightly sad but I guess they didn't want to lock the physics framerate.
Quake enhanced on ps4 is the same thing. If i remeber correct, that was the original way to play the game, but on the original release they skipped the first part (i call it „the water and stairs-part“) dont like that part…!
The Quake Enhanced re-release of 2021 restored the beginning of that level, a swampy cave intro was cut out of the original 1996 release of the game. But first "full" restored version of the level was of course released by the community in 2006 as soon as John Romero released Quake .MAP sources celebrating 10th anniversary of Quake.
May I suggest mentioning levels' silly spoooky names? I love 'em, and even though Quake lore is unbaked nonsense, it gives me the opportunity to look up wtf "The Dismal Oubliette" means: a secret dungeon with access only through a trapdoor in its ceiling Which I think is fun! Those French and their secret dungeons
One eternal truth of speedrunning: there's always someone faster than you. I fully intend to be around in 20 years to have a 1:12 explained to me from some legend who hasn't even seen a 1:13
I love the vids! I'd be curious to hear about runs of other campaigns / add-ons that're included in the remastered release of the game! I've been slow-playing 'Dimension of the Machine' and really enjoying it, so if anybody speedruns that, I'd watch a vid about it!
I know you showed off tricks from custom maps once already, but I and other lazy people are more likely to be interested in content included with the remaster. Some of us degenerates even play on console! (After my PC stopped working, I missed Quake, so I got it on Xbox, and it's pretty fun! It's a great split-screen game, both co-op and deathmatch. I grew up playing Halo 1 and 2, and I think Quake's controller / aim-assist implementation is really good.) Now that I think on it, everybody with Xbox Game Pass has access to Quake, so your audience need not remain untainted :P
I didn't, even though I could have. The thing is, performing only the 3 fps tricks alone wouldn't have been enough to shave a full second off. The improved voreball exit was unaviodable for this time. On the other hand, I focused on making the monsters cooperate and didn't bother with the fps tricks. It makes the screen freeze for a brief moment which I found very disturbing.
Can you do a video on how to get into Quake this day, how to record demos, how to play online etc.? I was playing Quake quite a lot when it came out but years have passed, and now I'm kinda confused how to start again.
For speedrunning there's a great quick 'getting started' guide here: ua-cam.com/video/kOkv3GCU0VM/v-deo.html There are also links to guides/discord/etc in the description of that video :)
Beating your record 20 years later is like being an old war veteran who suits up one last time to show the youngins how to get things done.
Kinda how I felt going back to nightmare 2 years after the remastered released
Fuckign incredible how Joe came in 20 years later to defend his record after Chambers got his other one. Imagine being the best at something 20 years later still. That double boost after waiting for the elevator is incredible, it's all or nothing!
This is such a great channel-- really high-quality content.
very informative (and entertaining) video for a very "boring" level.
at the end, I thought you'd say something like "actually, Jo was beaten the day after"
It's crazy how games like doom and quake will see players come back to defend a record they set 20 years prior. There's not many other pursuits that can have that longevity in one person. Golf comes to mind as an activity where one person can be at the top of their game for 20+ years
Yet again an amazing summary, thanks Connor!
Weird thing is this speedrunning. When you're doing it, it keeps digging to your mind, it frustrates you, it drives you crazy. I can hardly sleep on those days until I finally manage to make everything click and get rid of the pressure... And then after a few days of joy and relief I'm already miss the feeling :)
There's something peaceful and relaxing about your videos... Almost therapeutic, I'd say :)
Agree I really wish he would put them all into a playlist... Actually I could just do that myself lol
All of quakes original maps being absolutely solid in terms of leaks is probably one of the most impressive things about it - that's crazy considering the editors available at the time.
There is something really hilarious about how they made it impossible to get out of bounds, but they completely missed rocket jumping as a possibility, which broken so many maps. John Carmack really wanted the player to stay INSIDE the levels.
it would probably have screwed the rendering process if someone got out of bounds
@@ATOMarchiveactually if you use the noclip cheat the Quake void is clean without any bleeding or attacks.
There was rocket jumping already in doom. Surely that was by design, but only for the most experienced players. Rocket jumping is actually a really fun mechanic if you master it, namely in quake 3.
@@johnny_eth As far as I remember from the original DOS Quake, if you're outside of bounds sometimes you would get a weird sort of graphical texture glitch that made pixels repeat.
@@why_i_game Yes I clearly remember glitching through walls and seeing that but only the old asf version we had in 1997ish. It was because the near death PC itself would crash and fail to boot 10ish times that I would glitch through somehow... Much to my dismay. A clue perhaps?
excellent music, excellent editing. absolutely 10/10
Always so excited for a new release! keep them coming!!!
This Joe guy is a legend! Huge respect! Wish you had added the other runner's models for a final run, but I know it must be super hard. Amazing work as usual.
Super intros. So relaxed. Thanks for the videos.
I don't know what is more surprising: That there are still people doing speedruns for a game released 27 years ago, which probably means that some of the speedrunners are younger than the game itself, or that after all those years, people still find faster paths for the original levels which have been played so many times by so many people, including tons of speedrunners. Also, it's incredible that UA-cam says "1K views 1 hour ago", so for a game released 27 years ago, there are enough people that take their time watching a video right after it's uploaded, whatever time that may be around the world.
Fun! Keep on fraggin'
Quake 1 remains in my top 5 favourite video games of all time, been playing since it released in the mid-90s!
Thank you for yet another interesting and entertaining video! One thing about the cut beginning of E2M6, it was removed due to "self-imposed .BSP file limit of 1.4MB", according to John Romero. He mentioned that specific reason several times. I don't think it was limits of the engine, as many Mission Pack .BSP filesizes go over that value. And the original E2M6 from the "Beta 3" pre-release is just a couple dozen KB over the largest final game's .BSPs, which is E4M7. I think if there would be a bit more time, E2M6 could've retain the swamp cave introduction area. The mystery is why exactly did they put up that self-imposed filesize limit in the first place. Was it to copy the maps on floppy disks? But they had network in the office. Was it to keep the overall game size down? But it was released on CD-ROM, and even if approximately 600MB of that space was taken by the CDDA soundtrack, there was still enough room.
To venture a guess, they may have recognized the relationship between constraints and creativity. Often, putting yourself in a box leads to out-of-the-box ideas. :-)
@@andrewgerrand154 And that's why people are still producing content for the Commodore 64 (demos, games, operating systems, hardware peripherals, etc.). When such limited hardware makes beautiful special effects and music, it stands out way more than billions of colours and Blu-Ray quality audio.
Thanks for the clarification! Maybe it was simply a design choice, to keep the levels at a somewhat consistent size...
Hmmm what about optimization? I doubt it, but maaaaybe something like that lift is "expensive" and they had to axe things to prevent players lagging. I'm clearly someone who has made just one map with Hammer and only half knows what he's talking about.
@@quakespeedrunsexplained
He mentions in his talks that this was done to keep the game at a reasonable size.
ua-cam.com/video/zAC4_ID8quY/v-deo.html
ua-cam.com/video/aWREOgyPLt4/v-deo.html
I guess it might make sense in 1996 to not burder people's harddrives too much.
Great video, thanks for covering the history of this game. Speedrunning wouldn't be where it is today without Quake.
For me, your videos capture perfectly the wonder of playing Quake 1 for the first time back in the 90s. You clearly respect Quake and I appreciate that a lot!
I've been passionate about Quake 1 since I heard one of my 3 favourite musicians (Trent Reznor) would be doing the music _and_ the sound effects, and that it would be the first major engine with actual 3D architecture! It amazed me that so much graphical power could run fine on a 486DX, and silky smooth far above 60 FPS on a 586/Pentium 1. I've been following various updated Quake clients ever since. WinQuake, GLQuake, endless Quake clients on GNU+Linux, N64, current Steam release (quite nice), and so on. Dabbled in level editing, I have fun at it, but I'm not very good!
My top 5 favourite video games of all time (unless I'm forgetting some), based on hours played and how much I still love playing them today (in alphabetical order):
- Ancient Domains Of Mystery (multi)
- Arma III / DayZ (clumping together as they share a code base; bought a gaming PC to play these 2)
- Noita (PC)
- Quake 1 (multi)
- Rock N' Roll Racing (SNES)
As for Quake 1 specifically, it is most interesting to me playing random single player levels in co-op mode with friends (or surviving alone on Nightmare). There's so much creativity in Quake 1 level designs!
I can still remember the original game and music terrifying me the first time I played it: lights off, headphones on. The best of times. I can vividly recall sneaking down cave stairs following a knight, then in the open area other knights saw me, so I ran back up the cave steps with them chasing me, carefully jumped onto a crate that was too high for their swords in the nick of time. I was trying to fight 1 enemy at a time to not get overwhelmed, and when that failed bob and weave to escape.
I was trying hard to stay alive those first play sessions, so I was really careful while learning the game sound effects, music, and AI behaviour. It was such a new and raw experience! Quake does not handhold on Nightmare, which is the only difficulty I ever played at. On Doom I played the difficulty 1 below Nightmare, because respawning enemies on Nightmare was too much, lol.
I also tried to hunt down all the secrets before leaving a level, to stock up for the next level. I only failed to find a small handful of Quake 1 secrets, and on those levels I searched for 30+ mins before giving up. Had fun at it. It was a puzzle game hunting for secrets, as the devs hid secrets in so many different ways! It was fantastic.
I love Reznor's background music, it was so eerie and full of all sorts of faint or loud whispery half-sounds. It immediately made you paranoid from not knowing what was from the music track and what was actual gameplay. In one track he even includes a slowed down grenade bouncing-off-a-wall sound. What an experience those first times at it! Similar feel with really well-made fan levels that put surprises around every corner. So many unique Quake 1 experiences created with the same basic building blocks is awesome to me. Same reason Minecraft builds are popular.
I should stop procrastinating and learn QuakeC, it's been around 30 years! 😀 Would love to code Quake 1 novelties!
I just love your videos! The music, the pacing, the explanation. Please don't ever stop making these videos!
I've been watching QDQ since the first one came out, but I've never seen any of this stuff explained before. You do an amazing job of breaking this all down. Thank you so much for these videos and I hope you keep doing them!
The drama and emotion in the visual and verbal storytelling here is just second to none. What a story of triumph.
Definitely one of the chillest speedrun channels. Definitely watching all your videos.
Hes programming us to associate this song with quake
lol!
Really love the combination of your voice and the angles of the demo recordings :)
That ending.
You fill runner's hearts with ambition!
A cup of tea, those guitar chords and your dulcet tones painting another beautiful picture of insane dedication. Can't think of a better way to cap off a Monday evening! ☕
I love quake so much.
These videos make my heart ache for the old days. I can vividly remember what I was doing during each of the years listed in this video 20 plus years ago.
Very well structured and put together!
It's been real fun revisiting the world of quake speedrunning through your video Connor!
My only complaint would be that I would like to see the decimal places after a run. I'm always curious to see how close it was.
Thanks Daniel! Yep good idea, I will add that in the future.
Sincerely. Thank you for this.
I'm loving this channel which is a bit strange since I've got zero interest in speed running and I haven't touched Quake in 20+ years. Videos are informative, thought-out and oddly relaxing. Looking forward to the next one!
these videos are so quality. i dont play quake but theyre very simple and digestible and not overly stimulating. thumbs up !!!
love this series so much, thanks
Love that tune at the start of your vids. Go's with the calm commentary too. Nice work.
Please keep this content coming. We all really appreciate it!
Yay! More videos from you ❤ my new favourite channel by far
Framerate manipulation is in my top 3 most hated speedrun tricks another one is "save and load 200 times a second to float on air."
Man I'm not sure why the algorithm sent me here but I'm in love with these videos. Thanks for the work you put in on em.
I'd like to see how fast they can do E2M6 with the restored entrance, which was first restored by NightFright from Quaddicted and then officially restored by default in the 2021 re-release.
Chambers has the record on that map on easy skill as well. But it's not as competitive as the original: ua-cam.com/video/x5obKtB6CN8/v-deo.html
This was always my favorite Quake level. Back in the 90s, before games like Half-Life, that elevator sequence was one of the hypest things I had experienced in a video game.
Awesome runs and great explanations! I discovered your channel today and I've been just devouring the content. Love your work!
Just yesterday i played the dismal oubliette… and realised how dramatically i su*k in this level…
I remember in Quake 2 CTF there was a shortcut you could use to squeeze out of the enemy base with a grappling hook but I discovered it only worked at low FPS, so i created a macro precisely for the purpose of reducing the frame rate! It's crazy to see speed runners actually using this technique 25 years later...
Man these videos are awesome! I hope you keep making them. They are my favorite in the speed running genre. You do a great job breaking them down and I can tell you are very passionate about them. I've always loved quake I and it has some of the richest history of any game ever. I'm glad it's finally being out out there for everyone to see
Great video! Loved the chill vibe with both the music and pacing
funny, i just happened to be looking at those same two oob clips when researching for a half-life video, just as a random tangent
I wonder how it looks to the enemies in person seeing that
I got him with a grenade and now off flying to the next level
Would get them fired
I feel like it looks to them just like how FFA feels to noobs like me, with people flying around coming and going from and to all directions, getting killed before I can even turn my mouse
@@emrebaskocak someone should do a story narrative in the pov view of an enemy and do voice acting that could definitely be fun to watch as long as its not too stupid in the lines
The vibes this channel creates while explaining a speed run or just showing a cinematic demo are immaculate.
Ogre: *desperately trying to kill QuakeGuy as he runs away, throwing a grenade at his back*
Joe: *maintains his hold on a 20 year world record*
I'm always surprised how much footage of Quake levels seem familiar even as someone who only played Quake 3.
In those years, graphics advanced so fast, but the design of the levels remains very similar.
E2m6 is home to another set of boredom in the nightmare 100% category where some zombies must be lured into the right position for an elevator crush.
Now I want to watch a series on Arcane Dimensions.
Just Wow... Whole seconds improvements on easy, Year 2023... 20 year after first solid records.
absolutely love your narration ❤
Knowing quake runners, in no small part thanks to you, I'd replace "for the rest of time" with "for a long while"
Can't wait to see the TAS only strategy some day
Another excellent chambers run, and another excellent video!
Love the video. I found the level and advancenents over time quite entertaining. You may want to change the title since it could incorrectly give some people the impression the video itself isn't as entertaining as it is. Love your content!
Your content is such a relaxing trip
Great editing
really like your content. Long live Quake
We fiend the Quake content, thankyou.
I'm fiending for a fiending!
Fiends are my favourite Quake 1 mob, and one of my all time favourite enemies in any game ever. The sound effects by Reznor are perfection, intense and gripping still after all these years! The brutality and carnage of the fiend leap attack -- capable of gibbing players and enemies alike! So many jumpscares when they silently creep up behind you then suddenly and loudly leaping at you!
Flawless Victory!
@@why_i_game Man.. I friggn know.. Even the kids here who are all fortnite and minecraft etc were blown away by that atmosphere that I cannot articulate with words at all.
@@spelunkernz6390 My kid loves Quake 1 and the atmosphere it provides (dark and creepy, the music and sounds, the enemies). Co-op is fun for the whole family!
2:15 It was a restriction they placed on themselves, 1.4 MB.
There is a perfect classic era Simpsons clip for almost anything.
And then, Hefest got this run...
Great documentary!
What's the name of the background music?
ua-cam.com/video/n7r8Y3T6quA/v-deo.html :)
@@quakespeedrunsexplained thanks a lot!
really love this channel a lot
17 min of great entertainment is going to happen!
Yet another video just in time for late dinner after a long day.Thank you for delivering good content.
man I was thinking the entire time "why doesn't somebody skip that door opening". I'm sure you aren't the first one to think of it if I immediately thought of it while watching the speedrun.
Yep the thought had been around for a long time. I just (AFAIK) discovered the method.
Beautiful gameplay. The rune isn't necessary 😂
If changing the FPS affects the behaviour of the game, does that mean Quake is not deterministic? Are demos stored as sequences of inputs or as a list of positions / orientations for the player and all enemies (seems unlikely)?
EDIT: After some digging it seems that demos are more or less records of the game state over time and the game is not actually deterministic. Slightly sad but I guess they didn't want to lock the physics framerate.
I have a version, where the map is starting somewhere else, and you need to get to the point where the original started.
Quake enhanced on ps4 is the same thing. If i remeber correct, that was the original way to play the game, but on the original release they skipped the first part (i call it „the water and stairs-part“) dont like that part…!
The Quake Enhanced re-release of 2021 restored the beginning of that level, a swampy cave intro was cut out of the original 1996 release of the game. But first "full" restored version of the level was of course released by the community in 2006 as soon as John Romero released Quake .MAP sources celebrating 10th anniversary of Quake.
"congrats guys, and gg"
Bro has a crush on this chambers guy
I love this channel so so much
Great video mate! Did you also use to have a channel called Custom Gaming / Maps, showcasing maps from Quaddicted?
Custom Gamer was hosted by Darren Weekes aka Daz, this channel is run by Connor Fitzgerald.
@@h4724-q6j Thanks! :)
nope that wasn't me....
@@quakespeedrunsexplained Haha I figured, similar voice though!
Can't they find a way to jump over the barrier earlier?
I mention that at the end, at least on nightmare ;)
such nice videos!
God I love this channel
May I suggest mentioning levels' silly spoooky names? I love 'em, and even though Quake lore is unbaked nonsense, it gives me the opportunity to look up wtf "The Dismal Oubliette" means:
a secret dungeon with access only through a trapdoor in its ceiling
Which I think is fun! Those French and their secret dungeons
excellent work
yeah this is pure gg.
One eternal truth of speedrunning: there's always someone faster than you. I fully intend to be around in 20 years to have a 1:12 explained to me from some legend who hasn't even seen a 1:13
Why do they have to stay in that room, with the shambnlers at all? The moment that gate comes up, cant you get out of there?
Yeah you generally just hang out near the top until the elevator is lowered...
Yeee, you'll get way more subs, you'll see
14:46 how does he kill the shambler there?
It's an old trick, you keep the shambler in this exact spot and it gets telefragged by another mob after a while.
Once U upload, it's a celebration day for me
poor old joe
I love the vids! I'd be curious to hear about runs of other campaigns / add-ons that're included in the remastered release of the game! I've been slow-playing 'Dimension of the Machine' and really enjoying it, so if anybody speedruns that, I'd watch a vid about it!
I know you showed off tricks from custom maps once already, but I and other lazy people are more likely to be interested in content included with the remaster. Some of us degenerates even play on console! (After my PC stopped working, I missed Quake, so I got it on Xbox, and it's pretty fun! It's a great split-screen game, both co-op and deathmatch. I grew up playing Halo 1 and 2, and I think Quake's controller / aim-assist implementation is really good.) Now that I think on it, everybody with Xbox Game Pass has access to Quake, so your audience need not remain untainted :P
What IS that scene at 6:38???
Its really itching my brain rn
Blues Brothers! :)
can anyone tell me how i can increase my viewmodelfov im new to quake(im using the steam version aka the remaster of quake)
This all only has-meaning for people who really love this game. Quake is the best.
Pretty optimized.
did joe use fps trick?
I didn't, even though I could have. The thing is, performing only the 3 fps tricks alone wouldn't have been enough to shave a full second off. The improved voreball exit was unaviodable for this time. On the other hand, I focused on making the monsters cooperate and didn't bother with the fps tricks. It makes the screen freeze for a brief moment which I found very disturbing.
Can you do a video on how to get into Quake this day, how to record demos, how to play online etc.? I was playing Quake quite a lot when it came out but years have passed, and now I'm kinda confused how to start again.
For speedrunning there's a great quick 'getting started' guide here: ua-cam.com/video/kOkv3GCU0VM/v-deo.html
There are also links to guides/discord/etc in the description of that video :)
@@quakespeedrunsexplained thank you, I appreciate it a lot.
2:09 nono - the level was shrunk down in order to fit 1.44 diskette being archived with ace
You are a god
gg
u help me sleep ❤
can you talk about comp
theres no way over getting above the map and dropping into the final area ?
Not that we know of.