I'm much older than most here. Started shooting with Wolfenstein 3D. A friend from that era became a Doom fanatic and pulled me along, but I preferred Bungie's Marathon trilogy because beside being a fine and stylish shooter it had an interesting plot, with enemies that turned into allies and some interesting discussions about artificial intelligence. It could have been the basis for a way better movie than Halo. I even modded my copy of Marathon with better sound effects that I edited myself. Eventually my true and eternal love came to be the Quake series, but unfaithfully I also had more fun that I deserved playing Unreal Tournament. A couple years later there were fiery Counter-Strike tournaments going on in every local LAN house. Instead of feeling glad I felt tired and moved on with other hobbies. Then, some years ago I got hold of ioQuake and it was like reliving a cherished personal memory, even this being a mass product. I managed to finish it in Nightmare but that took weeks, if not months, of on-and-off short trials, because I have little free time now. Upon seeing this astonishing run I learned a couple new things. One is that the machine gun is really useful when used sequentially with the shotgun. I must have lost many levels by sticking too much to a particular weapon. Got to practice again...
Great run man, awesome. Reminds me of one issue which I was having (and still have, just tried it) - game crashes after few moments on the first map (against Crash, accidentaly). Never solved this, never tried, but I'm still curious what's the cause of it.
Worst Nightmare bots I have ever seen. Nightmare bots I played when the game first came out would shred you in seconds only with the machine gun. You might be great, but something is off with those bots.
There is nothing off with the bots. This was on Vanilla Quake III Arena Version 1.32 on Nightmare! difficulty without any modifications. They do shred you in an instant if you let them. I just didn't, simple as that. If they can't "see" you (as in you exploit their A.I. and avoid getting targeted) they won't even start shooting at you. Even when they do, if you break line-of-sight in tricky ways (for example rounded corners are very useful to "hide" behind or circle-strafe around the BOTs) then they barely hit you. They are also slow, as they are only walking around on the map while you can strafe jump and just overpower them with your speed and movement. They are also easily predictable almost always, so once you learn their pathfinding it's easy to prefire and spam stuff that they just walk into without a care and you get frags for free. Sound queues are also very important as most of the time you can hear them coming before they show up from behind a wall or around the corner. Stuff like this is why it might look easy to do, but trust me, it isn't.
Could this be somehow related to the 333 max fps? I remember in the past something like 1000 max fps made the floor like ice or completely break the jump or something like that.
You might wanna test this indeed, while we would mostly use 333 for higher jumps, it's all about how the game rounds-up values over time, so that could be a reason for a moving object to be misplaced. But when it comes to map components... I'm not too sure, they should follow the sv_fps value and not the client's
Just remember, it may seem like you lost your golden opportunity due to a bug right now, but when you look back at this run in a few weeks you will have improved so much that this one will seem like completely average pace by then. It's frustrating now because you know you can do sub 30, but there will be even better opportunities.
@@Killahcombo I'm pretty sure under that floor there are those crosses swinging that kill you if you touch them, seems like their hitboxes can change depending on the swing's position.
I think it may also depend on FPS : the more FPS , the greater the range of motion of the swinging crosses. In the manner of the dm13 MH jump. I guess Devs couldn't reach this number of FPS at that time. @@facepalm991