This is speedrunning history. Take the moment in, there may not be one like this for a very, very long time. Thank you all for your hard work boys, it paid off
I was convinced there wasn't ever gonna be even this one, although I expected jukebox to do a 100% marathon this year, and that would be the closest to a full project I would ever see... Sometimes it is so good to be wrong
Fun fact: The annoying elevator at the end of episode 2 was designed by Romero as a nod to a Disneyland/Disneyworld attraction. I talked to him in the early 2000's and I asked him why he made it like that and it was the bane of Speedrunner's existence. I was a kid at the time and I probably annoyed the shit out of him but I had a few conversations with him over ICQ. I did link him to the newest QDQ video at the time. I did ask him about Doom's chainsaw and if it was for sale and he told me 10k (he probably just told that because like I said I was an annoying kid at the time). Ahh the memories.
Your comment is from 4 years ago and thus this has been beaten, but the style of play in this video is the best I have ever seen. They might be faster now 4 years later but this video from 2020 is still more impressive.
I don't think I can add yet another positive comment that has not already been said. This production is just spectacular. The movement is just so smooth, extremely quick and precise. If those of us who were speedrunning Quake 20+ years ago, would have been shown THIS video back then, I wonder how we would have reacted.... haha. I'm not going to mention any favourites but pretty much EVERY MAP is extremely impressive. Obviously most of us tend to enjoy more than ones with many boosts, specially if they're quaded. Any fast sequence where you go shooting enemies while mid-air is quite enjoyable, specially if it involves super-quick turns to do so. My congratulations to all runners who participated in this, I enjoyed every second of it.
June 22, 1996, Quake's release to the world, 24 years ago. Thanks for this gift. I've been following your (Jukebox's) UA-cam channel and I must say I never would've expected that Quake could still be optimized this much. People have been fighting over the id1 maps for literally decades and seeing so much time squeezed out of them is incredible. Having done a bit of Quake speedrunning myself I know how incredibly difficult it is to play anywhere near optimal. It's super impressive work. Thanks for keeping the community alive and bringing out new awesome runs!
Amazing work! Respect from Russia! I still playing Quake 1 sometimes too, for more than 15 years. Now for me more interesting to build my levels in Quake. I feel pleasure when my friends try to complete them. Have a nice day everyone!
This was amazing. I really love it when they get the pentagram of protection and quad damage at once to entirely remove the skill cap. Even to someone who hasn't played Quake, the sheer amount of skill and planning is very clearly visible in this masterpiece.
I think this might be my favorite Quake speedrun video of all time. There's stuff they are doing in this that's just not being done anymore (because quicker strats have replaced it) but this is the absolute pinnacle of style! It's 2024 and there's quicker speedruns now but my god this is special. For example: 0:26 jumping straight into the acid with no protection. 0:39 the speed of this kill with the nailgun and the one straight after with the single shotgun. 1:31 Just running though here killing monsters for the sake of it, there is no reason to start running that deep back into the map but he does anyway just to kill as many monsters as possible, when he could have just waited around. 2:11 This is the best/smoothest I have ever seen this done. 2:17 Then this. I could go through the whole video but can't be bothered. Everything I just pointed out is not the norm in most speedruns. The above examples look amazing. Maybe not the fastest ever (this is from 2020 and now it's 2024 with records being broken all over the place) but for style, this is just insane. The rest just carries on the same way. Is it even plausible that a slower run like this can still be "better" because of the way it looks? Yes it can be.
Prasko's top 5 demos: 1. e1m3 by jukebox 2. e3m6 by elgu 3. e1m5 by chambers 4. e4m4 by jukebox 5. e2m1 by jukebox Damn, picking favorites is pretty hard
I thought there were even more impressive demos than e1m3, your e2m3 is very good as well. but if e1m3 is your top (in might not be in any particular order though) it just goes to show how strong Peter's 1:00 was
So impressive! Both how the game is so well made with almost no bugs, wall clipping etc just a lot of skill! Well done to speedrunners and game creators!
holy crap - i just read in the .txt that the intermission kill at 5:56 was totally unplanned, as the ogre was out of position earlier causing a quad grenade to miss. incredible.
Ou o jogador que joga esse jogo é uma pessoa extremamente avançada nas jogadas, ou é uma máquina do próprio jogo Quake que está operando esse personagem do jogo, realmente incrível e merece muitíssimos likes.
10:52 There is something that gets me confused about E2M4. The end stats show 4/4 in Secrets, but I only saw three "You found a secret area!" messages. What happened? Does the jump at 11:22 trigger the secret area without showing the message?
@@Anonymous-iw4hxapparently when you hold fire when exiting level, nailgun keeps firing for a short period of time. It is hard to aim and also levels have many intermission screen locations so it is also random.
Quake1 allows instant switching and firing of a weapon. the speedrunners use keys that trigger both actions: switching to X weapon and firing it. they don't actually manually switch then fire, it's an instant 2-in-1.
Put yourself in the place of the enemies. You see a blur, a figure whizzing by and then you are dead by a quad damage explosion you didn't see coming. How sad
i mean absolutely no disrespect to these runners, when asking this, but is it possible to slowdown the game speed and record demo like that? some of those recordings show nearly 100% accuracity, mouse movements so quick and precise, perfect turns etc. its hard to believe this was done in real time.
oh, realtime it is! they often live stream their speedrunning attempts. there's a lot of man hours spent, a lot of failures before getting everything right.
If I knew how to power bunnyhop, I would of made E1M7 from a 11 to 10 somehow. I feel like you could rocket jump at the very end of the level if you had enough health... that would be prefection.
@@gonzalogoded2089 This makes me wonder if anyone ever made a TAS of Quake without abusing host_framerate. As I understand it, abusing host_framerate changes the physics so whatever you record with it isn't actually possible to do in real-time. I'd be interested to see a TAS that stays on a regular host_framerate to see what the "optimal" time would be for some of these levels that could still be theoretically performed legitimately. I agree that 0.630 is a *LOT* to shave off
The very first time I ever played Quake in 1996, I spedrun the entire thing in 23 minutes, so to prove my excellence I played it a second time on my stream last week and got it down to 16 minutes exactly and my 800k viewers gifted me 6 billion pounds between them and I had sex with 170 models and saw real vaginas and the government tracked me down for my skills and I prevented 18 world wars in the 8 hours since. Good effort, though.
It still could be done fast. Mostly by better positioning on the elevators to shorten the distance needed to travel. Always stop in the elevator at a position nearest to the destination.
Things can always be improved but that point on elevators is not valid because it is too short-sighted. Whenever one is forced to stop for a moment, it is indeed not a good idea to then start from the position that is nearest to the destination. instead one should take a positioning that is a bit further away, to allow for some runup. That way one can time it to reach the point with shortest distance at the correct time with a lot of speed already built up. That is then much faster than to start from the point of shortest distance directly, because that way you would start with 0 speed. That's why you will see us going for runup in such situations; it is the optimal way.
This is speedrunning history. Take the moment in, there may not be one like this for a very, very long time.
Thank you all for your hard work boys, it paid off
I was convinced there wasn't ever gonna be even this one, although I expected jukebox to do a 100% marathon this year, and that would be the closest to a full project I would ever see... Sometimes it is so good to be wrong
Fun fact: The annoying elevator at the end of episode 2 was designed by Romero as a nod to a Disneyland/Disneyworld attraction. I talked to him in the early 2000's and I asked him why he made it like that and it was the bane of Speedrunner's existence. I was a kid at the time and I probably annoyed the shit out of him but I had a few conversations with him over ICQ. I did link him to the newest QDQ video at the time. I did ask him about Doom's chainsaw and if it was for sale and he told me 10k (he probably just told that because like I said I was an annoying kid at the time). Ahh the memories.
Ah, the days of ICQ. Imagine messaging someone like that on Twitter. You'd never get a response.
As excited as 20 years ago
ikr, i start up quake1 at least once a year and play it through, including map packs and add ons, never gets old
It's not hard to say that this is the most perfect quake speedrun project ever made.
Your comment is from 4 years ago and thus this has been beaten, but the style of play in this video is the best I have ever seen. They might be faster now 4 years later but this video from 2020 is still more impressive.
I don't think I can add yet another positive comment that has not already been said. This production is just spectacular. The movement is just so smooth, extremely quick and precise. If those of us who were speedrunning Quake 20+ years ago, would have been shown THIS video back then, I wonder how we would have reacted.... haha. I'm not going to mention any favourites but pretty much EVERY MAP is extremely impressive. Obviously most of us tend to enjoy more than ones with many boosts, specially if they're quaded. Any fast sequence where you go shooting enemies while mid-air is quite enjoyable, specially if it involves super-quick turns to do so. My congratulations to all runners who participated in this, I enjoyed every second of it.
June 22, 1996, Quake's release to the world, 24 years ago. Thanks for this gift.
I've been following your (Jukebox's) UA-cam channel and I must say I never would've expected that Quake could still be optimized this much. People have been fighting over the id1 maps for literally decades and seeing so much time squeezed out of them is incredible.
Having done a bit of Quake speedrunning myself I know how incredibly difficult it is to play anywhere near optimal. It's super impressive work. Thanks for keeping the community alive and bringing out new awesome runs!
Amazing work! Respect from Russia! I still playing Quake 1 sometimes too, for more than 15 years. Now for me more interesting to build my levels in Quake. I feel pleasure when my friends try to complete them. Have a nice day everyone!
I dont know what to say.. OMG what a beautiful video! I am so impressed of all of you! DAMN! Could be the best thing i have watched all my life :)
This was amazing. I really love it when they get the pentagram of protection and quad damage at once to entirely remove the skill cap. Even to someone who hasn't played Quake, the sheer amount of skill and planning is very clearly visible in this masterpiece.
7:52 - love that offscreen kill
I think this might be my favorite Quake speedrun video of all time. There's stuff they are doing in this that's just not being done anymore (because quicker strats have replaced it) but this is the absolute pinnacle of style!
It's 2024 and there's quicker speedruns now but my god this is special. For example:
0:26 jumping straight into the acid with no protection.
0:39 the speed of this kill with the nailgun and the one straight after with the single shotgun.
1:31 Just running though here killing monsters for the sake of it, there is no reason to start running that deep back into the map but he does anyway just to kill as many monsters as possible, when he could have just waited around.
2:11 This is the best/smoothest I have ever seen this done.
2:17 Then this.
I could go through the whole video but can't be bothered. Everything I just pointed out is not the norm in most speedruns. The above examples look amazing. Maybe not the fastest ever (this is from 2020 and now it's 2024 with records being broken all over the place) but for style, this is just insane.
The rest just carries on the same way. Is it even plausible that a slower run like this can still be "better" because of the way it looks? Yes it can be.
Prasko's top 5 demos:
1. e1m3 by jukebox
2. e3m6 by elgu
3. e1m5 by chambers
4. e4m4 by jukebox
5. e2m1 by jukebox
Damn, picking favorites is pretty hard
I thought there were even more impressive demos than e1m3, your e2m3 is very good as well. but if e1m3 is your top (in might not be in any particular order though) it just goes to show how strong Peter's 1:00 was
man, that lightning gun glitch geeks me out every time. legit amazing that that's a thing
The most entertainment video in 2020!
It'd be cool if your posted a video with your commentary on it to give some insights into the little details. Nice run
You can read the comments on the run on the quake speedrun page
quake.speeddemosarchive.com/quake/
link to the text file on there
Absolutely phenomenal!
Amazing work by all of you and an asbolutely beautiful run as a result 😍
So impressive! Both how the game is so well made with almost no bugs, wall clipping etc just a lot of skill! Well done to speedrunners and game creators!
That was as incredible as it was 14 years ago.
See you guys in two decades.
lol
Got to love how they got TTK of every mob down to a bullet... insane runs.
holy crap - i just read in the .txt that the intermission kill at 5:56 was totally unplanned, as the ogre was out of position earlier causing a quad grenade to miss. incredible.
This movement ... perfection!
1:39 WHAT THE FUUUUUUUUCK!?!?!?!?! [eyes popped, jaw dropped, totally amazed that's even possible]
This is madness!
good job, guys!
Me: How many Quads do you get?
Jukebox: Yes
Ou o jogador que joga esse jogo é uma pessoa extremamente avançada nas jogadas, ou é uma máquina do próprio jogo Quake que está operando esse personagem do jogo, realmente incrível e merece muitíssimos likes.
Thats just art! Can any please explane why this jump 02:30, thanks
Can't wait to see " Dissolution Done Deadass ".
33:14 How do you kill enemies through the walls like that? I didn't know the thunder bolt gun could do that.
14:33 Did you kill that vore like that?
Yes, it's a bug: quake.speeddemosarchive.com/quake/misc/lbug/
explained here ua-cam.com/video/cDx_GzeMtHQ/v-deo.html
Very impressive.
What about the dopefish though
does not count as secret
The next Karl Jobst video is probably halfway done by now.
beautiful
10:52 There is something that gets me confused about E2M4. The end stats show 4/4 in Secrets, but I only saw three "You found a secret area!" messages. What happened? Does the jump at 11:22 trigger the secret area without showing the message?
He gets the pent secret while the message for the megahealth secret is up.
@@QuakeSpeedrunning No, I mean the one with the Quad Damage, on the left of the Silver Key door.
The quad there is not a secret. The four secrets are first quad, megahealth, pent, and red armor.
10 mins in and already thinking wtf! just how did he do that? Where is that bit? Wooooah, slow down dude I cant keep up. LOL!!!
21:36 Cute. :) For extra style an axe strike would've been crazy.
so smooth
well done guys
5:53 - i havnt watched the 100percent run in a while - how did he kill the last guy there??
Intermission kill, kb.speeddemosarchive.com/Quake#Intermission_Killing
I imagine this is how John Wick plays Quake.
How is 1:41 intermission kill possible?
i also was stunned....can we get an answer please?
@@Anonymous-iw4hxapparently when you hold fire when exiting level, nailgun keeps firing for a short period of time. It is hard to aim and also levels have many intermission screen locations so it is also random.
Woah what happened to the skybox.
2:30 Haven't seen that way before.
Ok can someone explain to me wtf happened after e1m2 at the en screen? How did he shoot? I've never seen that in years of playing quake!
kb.speeddemosarchive.com/Quake#Intermission_Killing explains it
holy moly
why do players so often only switch to the weapon they are about to use a micro second before needing it?
Quake1 allows instant switching and firing of a weapon. the speedrunners use keys that trigger both actions: switching to X weapon and firing it. they don't actually manually switch then fire, it's an instant 2-in-1.
Would love to see someone destroy Arcane Dimensions like this.
Looks so easy!
3:48 - 4:21 Yes, I have the complete knowledge and understand everything about the secret map now.
Holy.Shit.
Off-screen kills are just so damn sexy 🤩
Put yourself in the place of the enemies. You see a blur, a figure whizzing by and then you are dead by a quad damage explosion you didn't see coming. How sad
yes
After viewing all of this we need cam from NPC view. #npclifesmatter
so much Swag*
i mean absolutely no disrespect to these runners, when asking this, but is it possible to slowdown the game speed and record demo like that?
some of those recordings show nearly 100% accuracity, mouse movements so quick and precise, perfect turns etc. its hard to believe this was done in real time.
oh, realtime it is! they often live stream their speedrunning attempts. there's a lot of man hours spent, a lot of failures before getting everything right.
someone hold me
I wanna watch you guys play pvp
Great job but it just isn’t the same without the soundtrack
Which mod are you using?
Do you mean cybernetic brain mod?
I like
The source.
If I knew how to power bunnyhop, I would of made E1M7 from a 11 to 10 somehow. I feel like you could rocket jump at the very end of the level if you had enough health... that would be prefection.
its at 11.630 now, you would need a little extra, and its hard to spot where to get it
@@gonzalogoded2089 This makes me wonder if anyone ever made a TAS of Quake without abusing host_framerate. As I understand it, abusing host_framerate changes the physics so whatever you record with it isn't actually possible to do in real-time. I'd be interested to see a TAS that stays on a regular host_framerate to see what the "optimal" time would be for some of these levels that could still be theoretically performed legitimately. I agree that 0.630 is a *LOT* to shave off
@@gonzalogoded2089 Yeah a lot of that 11.6 is spent waiting so hard to see where you would get it
@@helloitismetomato jukspa did a tas at ua-cam.com/video/31GPGunMFuQ/v-deo.html, it does e1m7 in 11 too
@@helloitismetomato there are TAS tools for Quake
The very first time I ever played Quake in 1996, I spedrun the entire thing in 23 minutes, so to prove my excellence I played it a second time on my stream last week and got it down to 16 minutes exactly and my 800k viewers gifted me 6 billion pounds between them and I had sex with 170 models and saw real vaginas and the government tracked me down for my skills and I prevented 18 world wars in the 8 hours since. Good effort, though.
the only unbelievable thing would be you having sex!
It still could be done fast.
Mostly by better positioning on the elevators to shorten the distance needed to travel. Always stop in the elevator at a position nearest to the destination.
Things can always be improved but that point on elevators is not valid because it is too short-sighted. Whenever one is forced to stop for a moment, it is indeed not a good idea to then start from the position that is nearest to the destination. instead one should take a positioning that is a bit further away, to allow for some runup. That way one can time it to reach the point with shortest distance at the correct time with a lot of speed already built up. That is then much faster than to start from the point of shortest distance directly, because that way you would start with 0 speed. That's why you will see us going for runup in such situations; it is the optimal way.
*0:00** - **33:51** WTF was that!?*
Nobody:
Quake guy:I am speed
Not bad. But I can make it even faster...
(...turning on 2x speed on youtube...)
"lite" ;))
be my daddy
Quake played on sth else than nightmare is for girls
Its too fast hes cheating