Just a few things to add to what Connor said: 1. The start is actually quite tricky too. You'll notice that I fire the shotgun at about 5 seconds into the demo. This is to lure a Knight away from its usual patrolling position. You'd get stuck on him otherwise. He has to walk towards you so that you can telefrag him just as another Knight teleports into the map. That way you won't lose any speed with your bunnyhops. It's one of the "easier" tricks in the run, but still one that doesn't happen particularly often. 2. Getting the first Fiend that starts the 30-second sequence into a favorable position isn't easy. Most of the time it's stuck behind the pillar so I can't get to it fast, or one of the two Fiends in the start room gets in the way, sometimes even both of them. It's down to pure luck. 95% of my attempts ended right there. And no, the 30-second sequence won't start if it's one of the other two Fiends you kill first, it has to be the one that teleports in. 3. There's a neat trick you can do in the coop runs, but not the single player run. You can actually telefrag the Fiends that teleport in by grenadejumping into where they teleport out. Whenever you do though, the next Fiend won't teleport in. It breaks the sequence. Mathias and I used it for the very last Fiend kill in the 2-player Nightmare 100% demo. 4. An annoying thing that tends to happen is whenever one of the monsters accidently kills one of the Fiends that teleport in, it breaks the sequence too. This happens a fair bit when all the Scrags are still alive. They try to kill me when I try to kill the Fiend, and sometimes they get the last shot on the Fiend, and it's game over. 5. This isn't evident in Connor's commentary, but the three grenades I blindly lob towards the very last Fiend before heading for the exit, only the last one actually hits the Fiend, the other two are just for timing the grenadejump. The Fiend hasn't teleported in yet when the first two grenades explode. That's by far the hardest thing about this run, getting that last Fiend kill with only one grenade. I kept a track record over how many times I got the last Fiend kill within those 5 months of playing, and it only happened 5 times in total, with 2 of those attempts being the ones where I jumped over the exit trigger.
Interesting commentary. I'm curious why a monster killing the fiend would stop the teleport sequence, and whether that's a bug or something intentionally programmed into the game.
Very nice video. Karl Jobst recommended you in his latest Quake-video and I decided to check out your first one first. Looking forward to watching the remainder soon =)
I never knew about this fiend-teleporting sequence on this map. What a great explination about this run, props to the maker of this video, makes it so clear anf easy yo understand and appreciate just how difficult this run is. Also props to Stubby for grinding it out for 5 months to get that 1s improvement! Now that's commitment, hehe. Awesome stuff.
I’m so glad you are doing this!! I get notifications from the Quake speedruns channel almost daily but have been long wanting someone to analyze this content in depth. The quality is excellent and I’m certain your channel will grow rapidly.
Thank you Connor!, I gather that the gains from the previous record are spread around start, kills and exit with none particularilly beiing the most relevant?
Yeah, it's tiny optimizations throughout the entire run. I'd say the biggest timesaver would be the grenadeboost to the exit, but again, it's tiny fractions here and there that added up to 1 full second.
Just a few things to add to what Connor said:
1. The start is actually quite tricky too. You'll notice that I fire the shotgun at about 5 seconds into the demo. This is to lure a Knight away from its usual patrolling position. You'd get stuck on him otherwise. He has to walk towards you so that you can telefrag him just as another Knight teleports into the map. That way you won't lose any speed with your bunnyhops. It's one of the "easier" tricks in the run, but still one that doesn't happen particularly often.
2. Getting the first Fiend that starts the 30-second sequence into a favorable position isn't easy. Most of the time it's stuck behind the pillar so I can't get to it fast, or one of the two Fiends in the start room gets in the way, sometimes even both of them. It's down to pure luck. 95% of my attempts ended right there. And no, the 30-second sequence won't start if it's one of the other two Fiends you kill first, it has to be the one that teleports in.
3. There's a neat trick you can do in the coop runs, but not the single player run. You can actually telefrag the Fiends that teleport in by grenadejumping into where they teleport out. Whenever you do though, the next Fiend won't teleport in. It breaks the sequence. Mathias and I used it for the very last Fiend kill in the 2-player Nightmare 100% demo.
4. An annoying thing that tends to happen is whenever one of the monsters accidently kills one of the Fiends that teleport in, it breaks the sequence too. This happens a fair bit when all the Scrags are still alive. They try to kill me when I try to kill the Fiend, and sometimes they get the last shot on the Fiend, and it's game over.
5. This isn't evident in Connor's commentary, but the three grenades I blindly lob towards the very last Fiend before heading for the exit, only the last one actually hits the Fiend, the other two are just for timing the grenadejump. The Fiend hasn't teleported in yet when the first two grenades explode. That's by far the hardest thing about this run, getting that last Fiend kill with only one grenade. I kept a track record over how many times I got the last Fiend kill within those 5 months of playing, and it only happened 5 times in total, with 2 of those attempts being the ones where I jumped over the exit trigger.
Mind blown!
nah, that’s actually all incorrect
Interesting commentary. I'm curious why a monster killing the fiend would stop the teleport sequence, and whether that's a bug or something intentionally programmed into the game.
You may not know but he is also a musician. So perfecting timing and practicing more than most people is something he does well. Nice video
Both Stubby and Connor, both have the same timing 👍
Old quake record runner here, just wanted to say I like this content alot! Keep it up! :)
Robert! Happy to see you're still alive and kicking. Drop by the SDA Discord channel and say hi.
@@ThomasStubgaard Yeah nice to see you doing incredible records still. ;) I might do that. Cheers.
Very nice video. Karl Jobst recommended you in his latest Quake-video and I decided to check out your first one first. Looking forward to watching the remainder soon =)
Quake: the most underrated “boomer shooter”, period.
I never knew about this fiend-teleporting sequence on this map. What a great explination about this run, props to the maker of this video, makes it so clear anf easy yo understand and appreciate just how difficult this run is. Also props to Stubby for grinding it out for 5 months to get that 1s improvement! Now that's commitment, hehe. Awesome stuff.
Same. I've owned this game since release and I never knew that was a thing.
Hope these comments help ur vids get recommend more because they def deserve it
Now that's some epic content right there. For the love of Shub, please continue doing those! :-)
Yes! The Quake Speedlore is here 😁
I’m so glad you are doing this!! I get notifications from the Quake speedruns channel almost daily but have been long wanting someone to analyze this content in depth. The quality is excellent and I’m certain your channel will grow rapidly.
Very good vid. Hope for more.
Love it!
Brilliant video entertaining and factual love it thanks for uploading.
Thank you Connor!, I gather that the gains from the previous record are spread around start, kills and exit with none particularilly beiing the most relevant?
Yeah, it's tiny optimizations throughout the entire run. I'd say the biggest timesaver would be the grenadeboost to the exit, but again, it's tiny fractions here and there that added up to 1 full second.
awesome video, hope you make more of them
I like these a lot, hope you make more
amazing content, quake speedrunning is on a league of its own
Nice Video and explanation, please more, great content
Man... I'm chuging an AppleJim, and it all makes perfect sense in relation to front-end development... WHY...?!
Subscribed, keep it coming!
Very interesting - THX!
Records re made to be break.
Thats witchcraft! Im calling spanish inquisition!
where can this people find the motivation of wasting so much time for speedrun, it's impressive, but I can't understand how can they keep doing it
Insane, absolutely impressive. 🫡