as a quake 3 arena fan, i recently got into defrag, and its impressive that this community is alive after many years! and youtube is capable of recommending me recent videos of it im impressed with what people can do
maps for speedruns are painfully slowly created, because the map author has to take turns between creating the map and speedrunning it to check maximum distances between gaps for the jumps
Sorry to break it to you but q3 defrag is capped at 125 or 140 fps depending on the server or tournament rules. Anything above 120 or 144hz won't make any difference
For me? I recall what it was like playing Q3A and shifting in my seat in an effort to give me an extra speed boost, and I was doing the same thing while watching this. Really nostalgic!
Hey Josh - great video. Just one thing please: pohm didn't include the music titles in his video... please put them in the description. There are so many gems one can simply not find in the internet.
the sound and imagery put me in a really weird trance i dont know how popular these maps and runs are but they're always weirdly neat but not that weird considering the skills are objectively high level
Good ear, yes, I used the first track from the Shadow of Chernobyl soundtrack. The first ambient music track I attempted to use was flagged by youtube and was going to apply ads to the video, which I wanted to avoid.
Not sure which part you're talking about, but look up "Quake 3 wall clipping". There is an engine bug that allows you to pass through tight corners depending on your approach. If you're talking about the very beginning where he bonks the pillar for a tight u-turn, that section depends on the angle that you hit the wall at, if you run flat into a wall you'll stop, but hitting wall at an angle will keep some momentum.
But this one though... ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-skdzrMZJr_c.html. Must feel terrible to do a 7 minute nearly perfect run with just one mistake.