And without texture filtering it somehow looks better, than some other 3d games from that same era (with texure filtering, well, it looks sharper and better to me withoug filtering). It has its own charme and to be honest, it looks better that way, even better than even some newer indie titles (that want to look "retro").
Absolutely, modern Quake maps are insanely beautiful. ...I mean personally I think the base game already was, but... yeah. What impresses me is that even when using all custom textures they manage to make it feel like Quake anyways.
@@steverussell7005 Holy shit, is there some server config that would make utopia_v3 beatable in Q1? Cause that would be a good fucking meme. Almost reason enough to run out and learn trenchbroom.
Having played some Source engine games (TF2), everything here seems completely normal. Its cool how some "bugs" transferred from Quake to Goldsrc to Source to possibly Source 2 and continue being used 20 years later.
the biggest difference i notice is on modern source engine games you dont get extra height from jumping up slopes (unless you have a good amount of speed) & the extra height you can get from hitting a slope with speed is a lot lower than in quake but other than that, really everything works as i would expect and hope from slopes (though the grenade thing is silly)
The way I heard it explained was that slopes convert between horizontal and vertical velocity. Jumping down a slope converts your downwards velocity into forwards velocity, and jumping up the slope will convert forwards velocity into upwards velocity, so really upward and downward slopes have the same behaviour, just in different directions. We could use a video from Matt's Ramblings to explain what causes ramp jumping and surfing behaviour in the code.
When touching a slope the players velocity perpendicular to the slope is clipped. Lets say you only have horizontal speed hitting "straight" into a 45 degree slope, for easier visualization of the phenomena lets rotate the frame of reference 45 degrees so the surface now is just a flat 0 degree "slope" and the player is moving downwards-forwards with an angle of 45 degrees, when hitting the surface the vertical velocity is removed and you only have the horizontal speed (parallel to the "slope") left, by changing back our reference frame you are now going up the 45 deg slope. This is happening against basically all surfaces by the way. Jumping is just adding 270 of Z-speed to the players velocity vector, so that is how ramp jumping works. Surfing is happening because of slopes that have a Z-part of the surface normal less than 0.7(A slope with close to 45 degrees and higher) is not considered as ground (No friction) in the movement code and you move with air movement (accompanied by previous mentioned velocity clipping against surfaces).
Quake and Valve engines movement is something I regret not having gotten into at a younger age (due to lack of time and energy). Nowadays I do some bhop, rocket jump and surf casually but my movement is never as impressive as talented runs I see on this channel or elsewhere. Some people really seem gifted with this sense of virtual space and timing.
Because they used a modified version of the Quake engine. Goldsource is modified Quaqe, Source is modified Goldsource, Titanfall and by extension Apex Legends uses a modified version of Source.
@@indestructible247 Havok is used as middleware, Quaqe is still the vast majority. Source and Goldsource actually were developed in parallel for a few days; Source was essentially the experimental branch, whereas Goldsource was changed very little as HL1 was about to release. Although Havok is more important than most of the (and I have to stress this) _many_ components used in Source, Quaqe is so engrained in it that John D. Carmack II once said: "there are still bits of early Quake code in Half-Life 2"; which makes it more appropriate as a predecessor.
What I like most about Quake speedruns is that they don't rely so heavily on obvious glitch exploits. Instead, people beat records by exploiting rules that seem to be enforced consistently according to some kind of internal logic that in itself may be weird and unintuitive, but not unpredictable or obviously broken. I guess grenades getting stuck on slopes might be right on the edge of what I'd consider a glitch, but it never really occurred to me as overtly broken behavior when playing the game casually. I just accept it as a quirk of the physics simulation. For comparison I watched a great speedrun of Blood where a lot of the skipping tricks involved opening doors on yourself to essentially noclip yourself past sections of the map as the game struggled to put the player back outside solid objects. Build engine jank allows for these kinds of skips across the board and seems so obviously inadvertent compared to what really amounts to physics quirks in Quake.
Yes! This is exactly how Quake speedrunners feel. In its own weird way, Quake is almost unbelievably stable and glitch-free. It just feels like a perfectly designed first person racing game :)
Yeah it seems like a game where the regular intended mechanics are so refined and versatile that speedruns really are more like e sports level play. In contrast you have half life 2 where you can give gordon noclip by turning him into a boat, deleting the boat, deleting gordon, and then turning gordon into a ghost thats immune to bullets and can jump through walls. You can also smash books into peoples heads to teach them how to teleport, break the sound barrier by going backwards but forwards, and sometimes backwards but forwards but backwards.
A lot of the older runs on Speed Demos Archive used to be the same way, for all types of games. They were great to watch because playing fast meant playing by the rules, but also playing incredibly well. These days a lot of speedruns are just wars of attrition against RNG until you finally clip through the wall and spend five minutes running to the exit.
@@Squant dont make that mistake man, new and different =/= bad. dont be a boomer who hates change. not only do precise glitches take just as much skill, but there are both glitch allowing and glitchless categories, everyone gets what they love.
Then there's OOT speed running, where you do seemingly random nonsense for a couple minutes and suddenly win because you were secretly reprogramming the game itself to show the end credits.
@@asteroidrules Especially combined with the netcode and the snapshot based approach it's just great. As a game dev myself, John Carmack really has created some awesome piece of software.
really cool to see all these examples. counterstrike has large and separate but overlapping communities for bhop, kz climbing, and surfing, with really advanced application of these techniques. quake speedrunning was the origination of them all and still the best combination of all the movement techniques
Interesting to see a different kind of video that goes more in-depth about a gameplay mechanic. I'm all for it if you have more of those! (I'm aware of Matt's Ramblings too btw, but those are more tech-heavy)
To think that this game's children had managed to keep so much of this game's DNA alive. Plenty a time have I used inclined surfaces as a launch pad for my speed shots and I have certainly made a good few uses out of ramp surfing and ramp climing. Man. It feels weird to see skills that I have learned in a game so much younger than Quake would carry over quite well.
I like that you describe slopes as "humble" as if they are the most powerful entities in the Quake universe but they don't make a big deal about it and just kinda chill out on maps occasionally lending their power to speedrunners that happen to pass by.
What's hilarious is, that... fits the "incomprehensible Other Place" vibe of Quake perfectly actually? "Oh, the ramps here are sentient, by the way. Nbd."
I was today years old when I learned that grenades bouncing downwards on slopes are always stuck. I guess it's time to put that knowledge into good use :)
Maybe it's because I've played Quake games for so long, but I find the slope jumping pretty intuitive. Jump velocity is added to your current velocity, so if you're moving up when you jump, you jump higher! I'm making a platformer (Fist of the Forgotten) that really emphasizes this type of movement, but it definitely doesn't click for everybody. As for why grenades stick to slopes, if I recall correctly, the code checks if the normal of the surface relative to the motion of the grenade is below some threshold, which makes sense on flat ground -- once the grenade is moving almost horizontally it should just stop bouncing. If it's on a slope, however, that normal check can be in line with the grenades movement (moving close to being in line with the slope), so it just stops in unrealistic places.
Thanks for that explanation, i've never ectutally known, on how it is possible, that some people are moving that quickly in quake and quake engine based games. Now i know for sure. I've never got to much into that kind of games to be honest, even though i like to play some fps, but i appretiate it, if someone out there makes a good explanation video like yours, it is a blessing. Quake and Doom always had some fascination to me, i played different versions of those iconic titles (PC, Sega, SNES, N64, PSOne) and they have a special place in my heart. Always appreciate this kind of content.
I don't agree, that slopes increasing your vertical speed while going up them, nor increasing your horizontal speed while jumping down them is a bug. It's a simple implementation of elastic collisions with respect to the Newton's law and conservation of inertia. If it were a bug, it probably wouldn't have persisted through Q2, Q3, ... But then again, I'm sure it was recognized as one of the main aspects, that separated quake games from all the other contemporary FPS and why I still rate these engines far, far above all other FPS engines (the other being quake's netcode).
I was going to say something similar. Most of the tech related to slopes is perfectly intuitive even if you know nothing about Quake or Source engine games, and the rest of the tech becomes somewhat intuitive once you understand Quake's air movement. The only exception here is grenades stopping on slopes.
In Quake 2 you get the height but also the speed is preserved, you just kinda slide them up. You can land on them while falling or moving up right after a jump, makes no difference.
if i can make one suggestion, please consider displaying the names of the maps and the players whose demos you've used in the video on the screen during appropriate segments because it would be a godsend for exposure
Thanks for this video. I was yesterday on a slide map and this helpful to get more used to how Quake behaves regarding the slopes. :) Over a year I played Quake on the couch with a controller, but now I back with keyboard and mouse and it makes more fun.
I always love these sorts of tricks from classic games. It certainly doesn't hurt that people have been playing these particular games for a long while now. I wonder what current games will have that sort of longevity.
Great video! I'm very familiar with the Doom engine but don't know much about Quake, so this was good to demistify. It would be nice to have a video even about basic movement like bunny hops and that mid-air wiggle modern runners seem to do. I guess that wiggle was discovered later because early runners don't seem to do it.
Have you ever played the original Slide mod those slide maps came from? It was really well done for it's time, though you can probably blow through the maps way faster without the hoverboard with modern movement techniques.
I used to play Quake when i was like 6 and hardly understood what i was doing. No idea why i would need this video now, but it is extremely entertaining. Thank you
7:35 I believe its because you are jumping on an edge which causes the physics to go wacky. In halo 2, there is a thing called super bounce where you land on edges and it will launch you sky high. it was a thing on the xbox version, probably fixed in halo 2 vista and halo aniversary and I think it may be related to that.
The collection of clips in this video is damn near pornographically satisfying. You can't be doing this to me man. 😩 But far one of my favorite elements of Quake's movement. I always visualized it like your character is a rubber ball that you're throwing at an angled wall.
i love how the ID games, didnt make a set of rules, but instead a set of variables when designing how the game can be played. it gives it a sandbox feel, and so many options considering the only way out is through.
They didn't make a set of variables but they made it a game engine, similar how they did it in Doom (don't know about Wolfenstein). This means that there was a game engine driver that that was programmed in QuakeC, and therefore completely variable. This is how all the mods and conversions could be made. Valve bought the engine for Halflife.
man- just seeing the air strafes- seeing the little surfs- I'm so glad so much of this tech seeps into later Source games. Even Apex has geoboosts relative to surfing.
I think the way Quake's slopes work is extremely intuitive, so long as you picture the ranger not as a human, but as a moving ball. If you roll a ball quickly up a slope, it will launch off the end of it. If you roll a ball down a slope, it's gonna pick up speed. It's basically a game of mini golf, but you are the ball and can control your own direction. The only really unintuitive part is surfing along them.
It's funny how the people who played these games have an alternate sense of physics programmed into us, i played a lot of half life and got into surf maps very easily, it just makes sense :p.
"to an outsider this must be very confusing" me, charging into slope ,flying across the map,landing on a different slope and taking zero fall damage in tf2:"yeah, it seems about right"
It's also interesting how slope coordinates are handled by the engine itself. If I remember correctly from my Q1 mapping days, BSP holds center of a plane, along it's facing vector (it's oriented 0,0 for flat floor), plus list of unique intersecting vertices. The presence of vector may be indication of math behind it - quake just applies simple modifier based on angle difference, adds vectors and voila, next n.
I only ever played quake once, on easy since I was more focused on enjoying the basic movement, but I love watching it. I love TF2's movement as someone who mostly plays medic, and have spent a few hundred hours on rocket jump maps. It's remarkable how the jurf mechanics popularized by the map(s) of the same name are comparable to quake pretty much one to one, right down to the syncs.
i spent too much time trying to make that first jump on that EJ3 map that i realised i'm just not in that league. saw a demo a later and understood it's not for mortals like me
I was expecting you to pull out a formula or code snip it at almost every transition, this reminds me of the missile knows where it is meme because you describe the slop without ever telling us exactly how it works
In an alternate universe, Daikatana was the spiritual successor to Quake 1. Imagine how much cooler that big sword would've been, if it wasn't just a MacGuffin on a stick.
Engine: Hah these vertical and horizontal blocks are easy to handle. Developer: I've added diagonally ones to the 3D models. Engine: Oh shit. I mainly remember the surf maps on Counter Strike Source.
I grew up playing almost exclusively games using this engine or engines based on it. The physics and nuances make just as much sense in my head as real life does.
Imagine the enemies on these map seeing the player just bounce off a few surfaces at high speed and exit the level before they can even get a shot off.
That's "Dancing in the Golden Sun" by Bal from the Alkaline mod: www.slipseer.com/index.php?resources/alkaline.62/ The modern Quake mapping scene is incredible!!
@@quakespeedrunsexplained thats like a new game. I have to refresh Quake. When i reached for Heroes 3 last year it appeared that game is still alive and so much happened during that time i didnt play. Maby Quake has same story. Game is worth it
Hey, Great Video!!! I was curious on your opinion on whether or not Night Dive's version of Quake is the definitive version to play. Are the other sourceports like quakespasm still viable to play nowadays?
The remaster is nice but actually not very popular in the speedrunning and custom mapping scene. The main problem is that it completely changes the original movement/physics, so demos made in the remaster have to be in their own separate category (which almost nobody plays). Joequake is our engine of choice - true original physics with all the modern graphical features, compatibly with almost all mods (including the new machine games episodes), and a whole lot of useful speed running features like ghosts.
Believe it or not the classic Sonic games have very similar slopes; jumping on an upward incline will make you jump extremely high, but you can also jump three quarters in a loop to get a lot more speed on the descent allowing you to build absurd speed instantly without a spindash. Because of these quirks, I'm inclined to believe the higher jump height and faster speed from slopes are intentional and aren't bugs.
i guess it makes sense but i've never thought about there being kz maps in quake. also, that checkered map you showed off a few times looks like fun to try out but probably wont cuz im not a fan of explosive boosts (and ive never played quake)
I think it was quake 2, I believed myself to be decent at strafe jumping and movement in general, then I attempted surfing levels and it was literally playing a new game.
I played Quake when it was first released. I was 15. I played the CRAP out of that game, but here I am, nearly 30yrs later, only to learn I was supposed to Mario a switch to a hidden door?! I always just hopped from the ramp!
I'm impressed how colorful Quake can be when it's not constrained to the browns and greys of the base game's maps.
Yeah that snow themed map looks really good for OG Quake engine!
Quake was very far ahead of its time with that color palette
And without texture filtering it somehow looks better, than some other 3d games from that same era (with texure filtering, well, it looks sharper and better to me withoug filtering). It has its own charme and to be honest, it looks better that way, even better than even some newer indie titles (that want to look "retro").
@@Konkretertyp absolutely, there sould be an option to turn off texture filtering in every game. never liked it
Absolutely, modern Quake maps are insanely beautiful. ...I mean personally I think the base game already was, but... yeah. What impresses me is that even when using all custom textures they manage to make it feel like Quake anyways.
The direct lineage of these slopes through the various iterations of goldsource and source to the modern surf_ map is fascinating
It’s awful that no good surf maps exist for Quake or quakeworld
@@steverussell7005 Holy shit, is there some server config that would make utopia_v3 beatable in Q1? Cause that would be a good fucking meme. Almost reason enough to run out and learn trenchbroom.
@@DuckPercGo ahead! It's such an amazing but still easy mapping tool, you'll be away in no time. Miles ahead of Hammer.
And on Source 2 aswell. Rocket jumps, bunny hoping and slope surfing still alive and well.
@@Kacpa2 what source 2 game can you rocket jump in? I want it
Having played some Source engine games (TF2), everything here seems completely normal. Its cool how some "bugs" transferred from Quake to Goldsrc to Source to possibly Source 2 and continue being used 20 years later.
the biggest difference i notice is on modern source engine games you dont get extra height from jumping up slopes (unless you have a good amount of speed) & the extra height you can get from hitting a slope with speed is a lot lower than in quake
but other than that, really everything works as i would expect and hope from slopes (though the grenade thing is silly)
The way I heard it explained was that slopes convert between horizontal and vertical velocity. Jumping down a slope converts your downwards velocity into forwards velocity, and jumping up the slope will convert forwards velocity into upwards velocity, so really upward and downward slopes have the same behaviour, just in different directions.
We could use a video from Matt's Ramblings to explain what causes ramp jumping and surfing behaviour in the code.
When touching a slope the players velocity perpendicular to the slope is clipped.
Lets say you only have horizontal speed hitting "straight" into a 45 degree slope, for easier visualization of the phenomena lets rotate the frame of reference 45 degrees so the surface now is just a flat 0 degree "slope" and the player is moving downwards-forwards with an angle of 45 degrees, when hitting the surface the vertical velocity is removed and you only have the horizontal speed (parallel to the "slope") left, by changing back our reference frame you are now going up the 45 deg slope.
This is happening against basically all surfaces by the way.
Jumping is just adding 270 of Z-speed to the players velocity vector, so that is how ramp jumping works.
Surfing is happening because of slopes that have a Z-part of the surface normal less than 0.7(A slope with close to 45 degrees and higher) is not considered as ground (No friction) in the movement code and you move with air movement (accompanied by previous mentioned velocity clipping against surfaces).
Quake and Valve engines movement is something I regret not having gotten into at a younger age (due to lack of time and energy). Nowadays I do some bhop, rocket jump and surf casually but my movement is never as impressive as talented runs I see on this channel or elsewhere. Some people really seem gifted with this sense of virtual space and timing.
Yeah, well Valve's stuff is based on id Tech, so it's really Carmack only. : >
no shame in not starting early or not being as good as people who do this as their main hobby, as long as you're having fun that's all that matters :]
Slopes? Yeah, I'm inclined to believe they're pretty good.
My opinion? I decline to comment.
I was going to downvote this pun thread, but I think I'll let this one slide.
I see your angle there.
3:06 there was acute slope there!!!! Did ya see it?!?😮😮😮
These comments seem to be descending down into jokes
These slopes mechanics are still in games like Half-Life and Apex Legends... Truly a master piece... We love you Quake! Quake is love, Quake is life!
I'm pretty sure counter strike 2 still has surfing
@@DogsRNice can confirm
Because they used a modified version of the Quake engine.
Goldsource is modified Quaqe, Source is modified Goldsource, Titanfall and by extension Apex Legends uses a modified version of Source.
@@NovaAge source is actually a modified version of the Havok engine.
@@indestructible247
Havok is used as middleware, Quaqe is still the vast majority.
Source and Goldsource actually were developed in parallel for a few days; Source was essentially the experimental branch, whereas Goldsource was changed very little as HL1 was about to release.
Although Havok is more important than most of the (and I have to stress this) _many_ components used in Source, Quaqe is so engrained in it that John D. Carmack II once said: "there are still bits of early Quake code in Half-Life 2"; which makes it more appropriate as a predecessor.
What I like most about Quake speedruns is that they don't rely so heavily on obvious glitch exploits. Instead, people beat records by exploiting rules that seem to be enforced consistently according to some kind of internal logic that in itself may be weird and unintuitive, but not unpredictable or obviously broken. I guess grenades getting stuck on slopes might be right on the edge of what I'd consider a glitch, but it never really occurred to me as overtly broken behavior when playing the game casually. I just accept it as a quirk of the physics simulation.
For comparison I watched a great speedrun of Blood where a lot of the skipping tricks involved opening doors on yourself to essentially noclip yourself past sections of the map as the game struggled to put the player back outside solid objects. Build engine jank allows for these kinds of skips across the board and seems so obviously inadvertent compared to what really amounts to physics quirks in Quake.
Yes! This is exactly how Quake speedrunners feel. In its own weird way, Quake is almost unbelievably stable and glitch-free. It just feels like a perfectly designed first person racing game :)
Yeah it seems like a game where the regular intended mechanics are so refined and versatile that speedruns really are more like e sports level play. In contrast you have half life 2 where you can give gordon noclip by turning him into a boat, deleting the boat, deleting gordon, and then turning gordon into a ghost thats immune to bullets and can jump through walls. You can also smash books into peoples heads to teach them how to teleport, break the sound barrier by going backwards but forwards, and sometimes backwards but forwards but backwards.
A lot of the older runs on Speed Demos Archive used to be the same way, for all types of games. They were great to watch because playing fast meant playing by the rules, but also playing incredibly well. These days a lot of speedruns are just wars of attrition against RNG until you finally clip through the wall and spend five minutes running to the exit.
@@Squant dont make that mistake man, new and different =/= bad. dont be a boomer who hates change. not only do precise glitches take just as much skill, but there are both glitch allowing and glitchless categories, everyone gets what they love.
Then there's OOT speed running, where you do seemingly random nonsense for a couple minutes and suddenly win because you were secretly reprogramming the game itself to show the end credits.
Quake’s player physics is some of the best in the industry, and it just wouldn’t be the same without the slopes.
There's a very good reason why many games are still using some of Quake as their base, it got so much right in terms of FPS control.
@@asteroidrules Especially combined with the netcode and the snapshot based approach it's just great. As a game dev myself, John Carmack really has created some awesome piece of software.
really cool to see all these examples. counterstrike has large and separate but overlapping communities for bhop, kz climbing, and surfing, with really advanced application of these techniques. quake speedrunning was the origination of them all and still the best combination of all the movement techniques
I used to love the kz maps but I could never get the hang of bhops or surfing.
Interesting to see a different kind of video that goes more in-depth about a gameplay mechanic. I'm all for it if you have more of those! (I'm aware of Matt's Ramblings too btw, but those are more tech-heavy)
To think that this game's children had managed to keep so much of this game's DNA alive.
Plenty a time have I used inclined surfaces as a launch pad for my speed shots and I have certainly made a good few uses out of ramp surfing and ramp climing.
Man. It feels weird to see skills that I have learned in a game so much younger than Quake would carry over quite well.
This video made me immediately better at Warfork, cheers!
I like that you describe slopes as "humble" as if they are the most powerful entities in the Quake universe but they don't make a big deal about it and just kinda chill out on maps occasionally lending their power to speedrunners that happen to pass by.
What's hilarious is, that... fits the "incomprehensible Other Place" vibe of Quake perfectly actually? "Oh, the ramps here are sentient, by the way. Nbd."
I was today years old when I learned that grenades bouncing downwards on slopes are always stuck. I guess it's time to put that knowledge into good use :)
Oh man the sound design in Quake is seriously nostalgic. Nice video.
I do trickjumping in various Quakes & Quake-engine games. About 90% of my trickjumps got something to do with ramps or slopes.
9:40 I never realized Quake is a Super Monkey Ball game
Maybe it's because I've played Quake games for so long, but I find the slope jumping pretty intuitive. Jump velocity is added to your current velocity, so if you're moving up when you jump, you jump higher! I'm making a platformer (Fist of the Forgotten) that really emphasizes this type of movement, but it definitely doesn't click for everybody.
As for why grenades stick to slopes, if I recall correctly, the code checks if the normal of the surface relative to the motion of the grenade is below some threshold, which makes sense on flat ground -- once the grenade is moving almost horizontally it should just stop bouncing. If it's on a slope, however, that normal check can be in line with the grenades movement (moving close to being in line with the slope), so it just stops in unrealistic places.
I love the idea of videos focused on specific mechanics, it’s refreshing after a few videos about particular levels!
Thanks for that explanation, i've never ectutally known, on how it is possible, that some people are moving that quickly in quake and quake engine based games. Now i know for sure. I've never got to much into that kind of games to be honest, even though i like to play some fps, but i appretiate it, if someone out there makes a good explanation video like yours, it is a blessing. Quake and Doom always had some fascination to me, i played different versions of those iconic titles (PC, Sega, SNES, N64, PSOne) and they have a special place in my heart. Always appreciate this kind of content.
I don't agree, that slopes increasing your vertical speed while going up them, nor increasing your horizontal speed while jumping down them is a bug. It's a simple implementation of elastic collisions with respect to the Newton's law and conservation of inertia. If it were a bug, it probably wouldn't have persisted through Q2, Q3, ... But then again, I'm sure it was recognized as one of the main aspects, that separated quake games from all the other contemporary FPS and why I still rate these engines far, far above all other FPS engines (the other being quake's netcode).
In vanilla q3 you can't gain extra height by jumping up from a slope, only in cpma
@@TheMrDemonized oh, I didn't know that. But I did almost exclusively play Q2 and CPMA...
I was going to say something similar. Most of the tech related to slopes is perfectly intuitive even if you know nothing about Quake or Source engine games, and the rest of the tech becomes somewhat intuitive once you understand Quake's air movement. The only exception here is grenades stopping on slopes.
In Quake 2 you get the height but also the speed is preserved, you just kinda slide them up. You can land on them while falling or moving up right after a jump, makes no difference.
Fyi the bhopping down slopes trick still exists without being patched in most source games even on games which patch most bhopping methods.
Thank you so much. Please keep these coming!
one of the best speedrunning channels out there right now. your presentation is always phenomenal
I love how this carried over to other id Tech derived games, for example I first noticed slope weirdness in Jedi Academy multiplayer.
if i can make one suggestion, please consider displaying the names of the maps and the players whose demos you've used in the video on the screen during appropriate segments because it would be a godsend for exposure
The transitions during 2:00 threw me for a loop, great editing!
Thanks for this video. I was yesterday on a slide map and this helpful to get more used to how Quake behaves regarding the slopes. :) Over a year I played Quake on the couch with a controller, but now I back with keyboard and mouse and it makes more fun.
Thank you
I always love these sorts of tricks from classic games. It certainly doesn't hurt that people have been playing these particular games for a long while now. I wonder what current games will have that sort of longevity.
Great video! I'm very familiar with the Doom engine but don't know much about Quake, so this was good to demistify. It would be nice to have a video even about basic movement like bunny hops and that mid-air wiggle modern runners seem to do. I guess that wiggle was discovered later because early runners don't seem to do it.
Karl Jobst has a good video covering the history of Quake speedrunning and the techniques used. m.ua-cam.com/video/43d8fICz6gM/v-deo.html
Have you ever played the original Slide mod those slide maps came from? It was really well done for it's time, though you can probably blow through the maps way faster without the hoverboard with modern movement techniques.
Yes! Love that mod. A couple of the maps were converted into speedrunning maps, like you said: ua-cam.com/video/gm05zx0D3HM/v-deo.html
30s and I recognized the source for Source. Hell yeah!!
Was just scrolling past. Thanks yt previews and thanks JC
Another master class of explanation and great examples!
amzing demos and insane tricks, hardest slopers :)
I used to play Quake when i was like 6 and hardly understood what i was doing. No idea why i would need this video now, but it is extremely entertaining. Thank you
Enjoyed the music you chose just as much as the content itself
Slopes in Quake 1 are perfect and feel great to interact with.
In Source games there's surfing but ramp jumping is absent most of the time.
Explains soooo much. THANK YOU for doing these.
Absolutely love your work! I hope you have more to share!
Developers: The players will never reach this high!
Crook with a grenade near a slope: Surely 😏
7:35 I believe its because you are jumping on an edge which causes the physics to go wacky. In halo 2, there is a thing called super bounce where you land on edges and it will launch you sky high. it was a thing on the xbox version, probably fixed in halo 2 vista and halo aniversary and I think it may be related to that.
The collection of clips in this video is damn near pornographically satisfying. You can't be doing this to me man. 😩
But far one of my favorite elements of Quake's movement. I always visualized it like your character is a rubber ball that you're throwing at an angled wall.
Again it was pure bliss to enjoy the video thx much from germany
i love how the ID games, didnt make a set of rules, but instead a set of variables when designing how the game can be played. it gives it a sandbox feel, and so many options considering the only way out is through.
They didn't make a set of variables but they made it a game engine, similar how they did it in Doom (don't know about Wolfenstein). This means that there was a game engine driver that that was programmed in QuakeC, and therefore completely variable. This is how all the mods and conversions could be made. Valve bought the engine for Halflife.
I’m lovin these smooth moves.
Your videos are awesome. Thank you so much for your work!
this is the video that introduced me to quake speedrunning
man- just seeing the air strafes- seeing the little surfs-
I'm so glad so much of this tech seeps into later Source games.
Even Apex has geoboosts relative to surfing.
amazing work as always!
Everything is so clear to me now.... thank you.
Great video! Thanks!
I think the way Quake's slopes work is extremely intuitive, so long as you picture the ranger not as a human, but as a moving ball. If you roll a ball quickly up a slope, it will launch off the end of it. If you roll a ball down a slope, it's gonna pick up speed. It's basically a game of mini golf, but you are the ball and can control your own direction. The only really unintuitive part is surfing along them.
Amazing video and the voice was the perfect touch.
It's funny how the people who played these games have an alternate sense of physics programmed into us, i played a lot of half life and got into surf maps very easily, it just makes sense :p.
Exactly! I don't even consider bhop or strafe jump as trickjumping, it's just a normal way to travel at this point.
"to an outsider this must be very confusing"
me, charging into slope ,flying across the map,landing on a different slope and taking zero fall damage in tf2:"yeah, it seems about right"
That green one at the end actually gave me motion sickness. For real. Now i need to settle my stomach. Impressive.
Those aren't bugs! That's how slopes work in real life.
Ayyy thats my slope jumping prototype map. I love slope / ramp jumps in Quake.
We love all your maps!! ❤
pls make more trickjump maps
Really enjoying these videos. Unbelievable how such an old game can still surprise me to this day.
It's also interesting how slope coordinates are handled by the engine itself. If I remember correctly from my Q1 mapping days, BSP holds center of a plane, along it's facing vector (it's oriented 0,0 for flat floor), plus list of unique intersecting vertices. The presence of vector may be indication of math behind it - quake just applies simple modifier based on angle difference, adds vectors and voila, next n.
This was heavily exploited in late game Quake Fortress CTF maps by flag runners and mappers. Dno if those old demos and fragmovies are still out there
ua-cam.com/video/wTY92Elr3mI/v-deo.htmlsi=Pq3sE8M6vRMfqLXT
Love this channel
Here‘s to slopes
Learning this when Quale and QW cqme out, playing on 28.8....it was stunning.
The speed still or play is so much faster than anything today.
I only ever played quake once, on easy since I was more focused on enjoying the basic movement, but I love watching it. I love TF2's movement as someone who mostly plays medic, and have spent a few hundred hours on rocket jump maps. It's remarkable how the jurf mechanics popularized by the map(s) of the same name are comparable to quake pretty much one to one, right down to the syncs.
wake up babe new quake speedruns explained video just dropped
i spent too much time trying to make that first jump on that EJ3 map that i realised i'm just not in that league. saw a demo a later and understood it's not for mortals like me
Pleasure to watch!
May you please tell me where i can download the trickmaps for Quake?
I can't seem to find much on my own.
Which ones are you looking for specifically? SDA has a giant map selection: speeddemosarchive.com/quake/
@@quakespeedrunsexplained
Any of the ones that you've shown in the video.
Also, where are the maps on the website that you provided?
big fan of ur content, ty
I was expecting you to pull out a formula or code snip it at almost every transition, this reminds me of the missile knows where it is meme because you describe the slop without ever telling us exactly how it works
In an alternate universe, Daikatana was the spiritual successor to Quake 1.
Imagine how much cooler that big sword would've been, if it wasn't just a MacGuffin on a stick.
Cool. Thanks for sharing.
The slope tricks,... REALLY impressive!
Hello, you absolute legends... oh, wait... 🙃
Love your videos
Dear youtube, thank for recommending to me the real quake, q1 still my fav!
Engine: Hah these vertical and horizontal blocks are easy to handle.
Developer: I've added diagonally ones to the 3D models.
Engine: Oh shit.
I mainly remember the surf maps on Counter Strike Source.
I grew up playing almost exclusively games using this engine or engines based on it. The physics and nuances make just as much sense in my head as real life does.
Imagine the enemies on these map seeing the player just bounce off a few surfaces at high speed and exit the level before they can even get a shot off.
What are those colorfull maps like in 4:02? I dont remember them at all. They just look different than regular dark, creepy quake maps ;)
That's "Dancing in the Golden Sun" by Bal from the Alkaline mod: www.slipseer.com/index.php?resources/alkaline.62/ The modern Quake mapping scene is incredible!!
@@quakespeedrunsexplained thats like a new game. I have to refresh Quake. When i reached for Heroes 3 last year it appeared that game is still alive and so much happened during that time i didnt play. Maby Quake has same story. Game is worth it
I used to love playing slope surfing maps on HL1. good times.
Quake: FPS gameplay
Quake speedrunning: Tony Hawk's Pro Skater gameplay
Pretty much, yep!
Hey, Great Video!!! I was curious on your opinion on whether or not Night Dive's version of Quake is the definitive version to play. Are the other sourceports like quakespasm still viable to play nowadays?
The remaster is nice but actually not very popular in the speedrunning and custom mapping scene. The main problem is that it completely changes the original movement/physics, so demos made in the remaster have to be in their own separate category (which almost nobody plays). Joequake is our engine of choice - true original physics with all the modern graphical features, compatibly with almost all mods (including the new machine games episodes), and a whole lot of useful speed running features like ghosts.
@@quakespeedrunsexplained Huh, I've been sticking with VkQuake and Ironwail so much that I've never actually heard of Joequake before
What a pleasant video
*Sits here enjoying shooting monsters and everything in quake like an idiot*
*UA-cam* - Hi have this video
*me dies* amazing stuff mang
man i love quake
Believe it or not the classic Sonic games have very similar slopes; jumping on an upward incline will make you jump extremely high, but you can also jump three quarters in a loop to get a lot more speed on the descent allowing you to build absurd speed instantly without a spindash. Because of these quirks, I'm inclined to believe the higher jump height and faster speed from slopes are intentional and aren't bugs.
i guess it makes sense but i've never thought about there being kz maps in quake. also, that checkered map you showed off a few times looks like fun to try out but probably wont cuz im not a fan of explosive boosts (and ive never played quake)
I enjoy your videos.
The quake slope is eternal.
I think it was quake 2, I believed myself to be decent at strafe jumping and movement in general, then I attempted surfing levels and it was literally playing a new game.
I'm surprised by how much of this I already kinda knew to some extent, even though I haven't played Quake for like 20 years
Every single time you upload a video, i know: internet-entertainment for today is save :-)
great video, as always, it seems i can't find the song that plays from 11:36 to 12:25
That one's still a secret ;)
@@quakespeedrunsexplainedis it STILL a secret?
anything interesting with water physics you can do a video on?
I played Quake when it was first released. I was 15. I played the CRAP out of that game, but here I am, nearly 30yrs later, only to learn I was supposed to Mario a switch to a hidden door?! I always just hopped from the ramp!