The Absolutely Bizarre World of Slopes in Quake

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  • Опубліковано 15 січ 2025

КОМЕНТАРІ • 335

  • @emsouemsou
    @emsouemsou Рік тому +402

    I'm impressed how colorful Quake can be when it's not constrained to the browns and greys of the base game's maps.

    • @teh_supar_hackr
      @teh_supar_hackr Рік тому +44

      Yeah that snow themed map looks really good for OG Quake engine!

    • @CaveyMoth
      @CaveyMoth Рік тому +18

      Quake was very far ahead of its time with that color palette

    • @Konkretertyp
      @Konkretertyp Рік тому +26

      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").

    • @Timsturbs
      @Timsturbs Рік тому +10

      ​@@Konkretertyp absolutely, there sould be an option to turn off texture filtering in every game. never liked it

    • @colbyboucher6391
      @colbyboucher6391 Рік тому +10

      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.

  • @Zephyrbal
    @Zephyrbal Рік тому +291

    The direct lineage of these slopes through the various iterations of goldsource and source to the modern surf_ map is fascinating

    • @steverussell7005
      @steverussell7005 Рік тому +21

      It’s awful that no good surf maps exist for Quake or quakeworld

    • @DuckPerc
      @DuckPerc Рік тому +12

      @@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.

    • @scrunkelmadunk7304
      @scrunkelmadunk7304 Рік тому

      ​@@DuckPercGo ahead! It's such an amazing but still easy mapping tool, you'll be away in no time. Miles ahead of Hammer.

    • @Kacpa2
      @Kacpa2 Рік тому +10

      And on Source 2 aswell. Rocket jumps, bunny hoping and slope surfing still alive and well.

    • @DuckPerc
      @DuckPerc Рік тому +2

      @@Kacpa2 what source 2 game can you rocket jump in? I want it

  • @O5MO
    @O5MO Рік тому +82

    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.

    • @daaawnzoom
      @daaawnzoom Рік тому +16

      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)

  • @h4724-q6j
    @h4724-q6j Рік тому +67

    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.

    • @TarenGarond
      @TarenGarond Рік тому +6

      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).

  • @r.g.thesecond
    @r.g.thesecond Рік тому +47

    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.

    • @zatozatoichi7920
      @zatozatoichi7920 Рік тому +3

      Yeah, well Valve's stuff is based on id Tech, so it's really Carmack only. : >

    • @heberb
      @heberb Рік тому +18

      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 :]

  • @Bonelord69
    @Bonelord69 Рік тому +144

    Slopes? Yeah, I'm inclined to believe they're pretty good.

    • @kg_canuck
      @kg_canuck Рік тому +13

      My opinion? I decline to comment.

    • @user-xu2pi6vx7o
      @user-xu2pi6vx7o Рік тому +11

      I was going to downvote this pun thread, but I think I'll let this one slide.

    • @Stonerman023
      @Stonerman023 Рік тому +9

      I see your angle there.

    • @MakeStationWagonsGreatAgain
      @MakeStationWagonsGreatAgain Рік тому +1

      3:06 there was acute slope there!!!! Did ya see it?!?😮😮😮

    • @QuakeDude74
      @QuakeDude74 7 місяців тому +2

      These comments seem to be descending down into jokes

  • @Chuma95
    @Chuma95 Рік тому +146

    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!

    • @DogsRNice
      @DogsRNice Рік тому +8

      I'm pretty sure counter strike 2 still has surfing

    • @Helperbot-2000
      @Helperbot-2000 Рік тому

      @@DogsRNice can confirm

    • @NovaAge
      @NovaAge Рік тому +8

      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
      @indestructible247 Рік тому

      @@NovaAge source is actually a modified version of the Havok engine.

    • @NovaAge
      @NovaAge Рік тому +1

      @@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.

  • @storerestore
    @storerestore Рік тому +44

    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.

    • @quakespeedrunsexplained
      @quakespeedrunsexplained  Рік тому +25

      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 :)

    • @Helperbot-2000
      @Helperbot-2000 Рік тому +13

      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.

    • @Squant
      @Squant Рік тому +5

      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.

    • @Helperbot-2000
      @Helperbot-2000 Рік тому +6

      @@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.

    • @DonkoXI
      @DonkoXI Рік тому +4

      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.

  • @trenth3492
    @trenth3492 Рік тому +18

    Quake’s player physics is some of the best in the industry, and it just wouldn’t be the same without the slopes.

    • @asteroidrules
      @asteroidrules Рік тому +1

      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.

    • @Bunny99s
      @Bunny99s 6 днів тому +1

      @@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.

  • @PhilipChute
    @PhilipChute Рік тому +21

    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

    • @lMrJackl
      @lMrJackl Рік тому +1

      I used to love the kz maps but I could never get the hang of bhops or surfing.

  • @mcbain257
    @mcbain257 Рік тому +13

    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)

  • @redstonewarrior0152
    @redstonewarrior0152 Рік тому +1

    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.

  • @DuckPerc
    @DuckPerc Рік тому +2

    This video made me immediately better at Warfork, cheers!

  • @thekilla1234
    @thekilla1234 Рік тому +4

    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.

    • @colbyboucher6391
      @colbyboucher6391 Рік тому +2

      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."

  • @Calinou
    @Calinou Рік тому +4

    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 :)

  • @RandomGuy0987
    @RandomGuy0987 Рік тому +2

    Oh man the sound design in Quake is seriously nostalgic. Nice video.

  • @GroinMischief
    @GroinMischief 8 місяців тому +1

    I do trickjumping in various Quakes & Quake-engine games. About 90% of my trickjumps got something to do with ramps or slopes.

  • @Novous
    @Novous Рік тому +1

    9:40 I never realized Quake is a Super Monkey Ball game

  • @jitspoe
    @jitspoe Рік тому +3

    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.

  • @xzimnut
    @xzimnut Рік тому +2

    I love the idea of videos focused on specific mechanics, it’s refreshing after a few videos about particular levels!

  • @Konkretertyp
    @Konkretertyp Рік тому +2

    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.

  • @J4J0
    @J4J0 Рік тому +8

    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).

    • @TheMrDemonized
      @TheMrDemonized Рік тому +2

      In vanilla q3 you can't gain extra height by jumping up from a slope, only in cpma

    • @J4J0
      @J4J0 Рік тому

      @@TheMrDemonized oh, I didn't know that. But I did almost exclusively play Q2 and CPMA...

    • @erictheepic5019
      @erictheepic5019 Рік тому +3

      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.

    • @GroinMischief
      @GroinMischief 8 місяців тому

      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.

  • @genghisdingus
    @genghisdingus Рік тому +1

    Fyi the bhopping down slopes trick still exists without being patched in most source games even on games which patch most bhopping methods.

  • @OrianIglesias
    @OrianIglesias Рік тому

    Thank you so much. Please keep these coming!

  • @p0nt
    @p0nt Рік тому +2

    one of the best speedrunning channels out there right now. your presentation is always phenomenal

  • @BSzili
    @BSzili Рік тому +1

    I love how this carried over to other id Tech derived games, for example I first noticed slope weirdness in Jedi Academy multiplayer.

  • @richardvlasek2445
    @richardvlasek2445 Рік тому +3

    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

  • @RESGorilla
    @RESGorilla Рік тому

    The transitions during 2:00 threw me for a loop, great editing!

  • @Kyle07
    @Kyle07 Рік тому

    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.

  • @guyclegg
    @guyclegg Рік тому

    Thank you

  • @Postal0311
    @Postal0311 Рік тому +2

    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.

  • @JamieBainbridge
    @JamieBainbridge Рік тому +2

    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.

    • @desertdude540
      @desertdude540 Рік тому

      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

  • @rustyjames6131
    @rustyjames6131 Рік тому +7

    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.

    • @quakespeedrunsexplained
      @quakespeedrunsexplained  Рік тому +4

      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

  • @ihad2reload
    @ihad2reload Рік тому

    30s and I recognized the source for Source. Hell yeah!!
    Was just scrolling past. Thanks yt previews and thanks JC

  • @TimDoherty
    @TimDoherty Рік тому +1

    Another master class of explanation and great examples!

  • @khristov_quake
    @khristov_quake Рік тому +2

    amzing demos and insane tricks, hardest slopers :)

  • @FlaighDoh
    @FlaighDoh Рік тому

    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

  • @gregoryirwin263
    @gregoryirwin263 Рік тому

    Enjoyed the music you chose just as much as the content itself

  • @QuackerHead-j
    @QuackerHead-j Рік тому +1

    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.

  • @EvilStreaks
    @EvilStreaks Рік тому

    Explains soooo much. THANK YOU for doing these.

  • @slavasilionov5531
    @slavasilionov5531 Рік тому

    Absolutely love your work! I hope you have more to share!

  • @doggo7078
    @doggo7078 Рік тому +1

    Developers: The players will never reach this high!
    Crook with a grenade near a slope: Surely 😏

  • @TheRedMenaceProductions
    @TheRedMenaceProductions Рік тому

    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.

  • @SleepyAdam
    @SleepyAdam Рік тому +1

    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.

  • @snarther1
    @snarther1 Рік тому

    Again it was pure bliss to enjoy the video thx much from germany

  • @-IE_it_yourself
    @-IE_it_yourself Рік тому +7

    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.

    • @sven31415
      @sven31415 5 місяців тому +1

      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.

  • @yeahgoood
    @yeahgoood Рік тому

    I’m lovin these smooth moves.

  • @Splarkszter
    @Splarkszter Рік тому

    Your videos are awesome. Thank you so much for your work!

  • @poorlonesomecowboy99
    @poorlonesomecowboy99 3 місяці тому

    this is the video that introduced me to quake speedrunning

  • @onikrux
    @onikrux Рік тому

    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.

  • @Delo997
    @Delo997 Рік тому

    amazing work as always!

  • @Demonanimator
    @Demonanimator 7 місяців тому

    Everything is so clear to me now.... thank you.

  • @SonySteals
    @SonySteals Рік тому

    Great video! Thanks!

  • @JustinBA007
    @JustinBA007 Місяць тому

    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.

  • @Nitedontdie
    @Nitedontdie Рік тому

    Amazing video and the voice was the perfect touch.

  • @cikame
    @cikame Рік тому +2

    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.

    • @GroinMischief
      @GroinMischief 8 місяців тому +1

      Exactly! I don't even consider bhop or strafe jump as trickjumping, it's just a normal way to travel at this point.

  • @fartman9223
    @fartman9223 Рік тому

    "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"

  • @jdmjesus6103
    @jdmjesus6103 Рік тому

    That green one at the end actually gave me motion sickness. For real. Now i need to settle my stomach. Impressive.

  • @zzasdfwas
    @zzasdfwas Рік тому +1

    Those aren't bugs! That's how slopes work in real life.

  • @HardcoreMazu
    @HardcoreMazu Рік тому +2

    Ayyy thats my slope jumping prototype map. I love slope / ramp jumps in Quake.

  • @Anhjje
    @Anhjje Рік тому

    Really enjoying these videos. Unbelievable how such an old game can still surprise me to this day.

  • @Vatharian
    @Vatharian Рік тому

    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.

  • @lopwidth7343
    @lopwidth7343 Рік тому +1

    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

    • @zguhtz1992
      @zguhtz1992 Рік тому

      ua-cam.com/video/wTY92Elr3mI/v-deo.htmlsi=Pq3sE8M6vRMfqLXT

  • @silvarn8582
    @silvarn8582 Рік тому

    Love this channel

  • @azumanguy
    @azumanguy Рік тому +2

    Here‘s to slopes

  • @bobdrooples
    @bobdrooples Рік тому

    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.

  • @lazula
    @lazula Рік тому

    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.

  • @alibalous5510
    @alibalous5510 Рік тому +1

    wake up babe new quake speedruns explained video just dropped

  • @quasiotter
    @quasiotter Рік тому +1

    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

  • @clouder1337
    @clouder1337 Рік тому

    Pleasure to watch!

  • @leoleonid5400
    @leoleonid5400 Рік тому +1

    May you please tell me where i can download the trickmaps for Quake?
    I can't seem to find much on my own.

    • @quakespeedrunsexplained
      @quakespeedrunsexplained  11 місяців тому +1

      Which ones are you looking for specifically? SDA has a giant map selection: speeddemosarchive.com/quake/

    • @leoleonid5400
      @leoleonid5400 11 місяців тому +1

      @@quakespeedrunsexplained
      Any of the ones that you've shown in the video.
      Also, where are the maps on the website that you provided?

  • @_Molecule
    @_Molecule Рік тому

    big fan of ur content, ty

  • @Polar_Onyx
    @Polar_Onyx Рік тому

    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

  • @RdTrler
    @RdTrler Рік тому

    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.

  • @ruperterskin2117
    @ruperterskin2117 Рік тому

    Cool. Thanks for sharing.

  • @RetroGamesCouple
    @RetroGamesCouple Рік тому

    The slope tricks,... REALLY impressive!

  • @kuss116
    @kuss116 Рік тому +3

    Hello, you absolute legends... oh, wait... 🙃

  • @Foxfac3
    @Foxfac3 Рік тому

    Love your videos

  • @drastically143
    @drastically143 Рік тому

    Dear youtube, thank for recommending to me the real quake, q1 still my fav!

  • @Zefar77
    @Zefar77 Рік тому

    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.

  • @Winsane
    @Winsane Рік тому

    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.

  • @dekoldrick
    @dekoldrick Рік тому

    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.

  • @Vigopl
    @Vigopl Рік тому

    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 ;)

    • @quakespeedrunsexplained
      @quakespeedrunsexplained  Рік тому +1

      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!!

    • @Vigopl
      @Vigopl Рік тому

      @@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

  • @G1itcher
    @G1itcher Рік тому

    I used to love playing slope surfing maps on HL1. good times.

  • @MateusAuri
    @MateusAuri Рік тому +1

    Quake: FPS gameplay
    Quake speedrunning: Tony Hawk's Pro Skater gameplay

  • @waddlesp7102
    @waddlesp7102 Рік тому +2

    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?

    • @quakespeedrunsexplained
      @quakespeedrunsexplained  Рік тому +2

      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.

    • @colbyboucher6391
      @colbyboucher6391 Рік тому

      @@quakespeedrunsexplained Huh, I've been sticking with VkQuake and Ironwail so much that I've never actually heard of Joequake before

  • @overkill1994
    @overkill1994 Рік тому

    What a pleasant video

  • @JayJohnaJackJJJ58
    @JayJohnaJackJJJ58 Рік тому

    *Sits here enjoying shooting monsters and everything in quake like an idiot*
    *UA-cam* - Hi have this video
    *me dies* amazing stuff mang

  • @ridokilos-actual
    @ridokilos-actual Рік тому

    man i love quake

  • @birddaughter
    @birddaughter Рік тому

    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.

  • @daaawnzoom
    @daaawnzoom Рік тому

    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)

  • @ebon4265
    @ebon4265 Рік тому

    I enjoy your videos.

  • @ghoulbuster1
    @ghoulbuster1 Рік тому +1

    The quake slope is eternal.

  • @ronindebeatrice
    @ronindebeatrice Рік тому

    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.

  • @Denamic
    @Denamic Рік тому

    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

  • @phil984
    @phil984 Рік тому

    Every single time you upload a video, i know: internet-entertainment for today is save :-)

  • @timofiy98
    @timofiy98 Рік тому

    great video, as always, it seems i can't find the song that plays from 11:36 to 12:25

  • @Alfee94
    @Alfee94 Рік тому

    anything interesting with water physics you can do a video on?

  • @Snrby
    @Snrby Рік тому

    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!